Hi! I’m having a problem getting any sound at all on FMOD for CE using FSOUND_Update(). Here’s an oversimplified skeleton of what I’m doing:
FSOUND_Init(22050, 8, …);
I can provide more detail on what I’m doing, but I was wondering if I’m missing something obvious? When I use a different FSOUND_OUTPUT (say, mono output), and comment out FSOUND_Update(), I do get sound.
I basically want to not have a background thread preempting my game thread. So, I’m guessing that FSOUND_Update() is a way to cooperatively multitask FMOD?
Can someone enlighten me as to what I’m doing wrong, or provide a basic skeleton of the right way to use FSOUND_Update()?
- caywen asked 11 years ago
Ok, I guess I was misinterpreting what that output mode meant. I had somehow taken it to mean "don’t produce sound automatically, but allow the client to manually pump the mixer and output" or something.
Anyways, I think I have things working well now. Thanks for the help!
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