Just wondering, if I do things like say, ChannelGroup::override3DAttributes, would this also apply to any subsequent channels I attach after the call?
What if I were to do ChannelGroup::setVolume, or any other set function instead of overrides, if I attach new channels to this channelgroup, would they work as well?
This is particularly relevant to me for the concept of submixing as well as adjusting say, volume sliders, thanks!
- mac_bug asked 10 years ago
[quote="brett":1ehw8tus]override calls the relevant function then and there, it does not apply to channels added afterwards.[/quote:1ehw8tus]
Hi, sorry to bump old thread
I’m new in FMOD.
I have a question, i think i know the answer but if someone can confirm this would be great.
If i have ‘n’ Channels in a ChannelGroup, with 3D rollof set to custom.
All these channels are in same 3D positions.
So calling override3DAttributes for channel group, and not calling set3DAttributes for each channel,will be more efficient because there will be 1 computation for spatialisation instead of ‘n’ computation for each channels , right?
Or … it’s not important because spatialisation use almost no cpu?
Hi, sorry for not replying sooner.
Currently there is no performance benefit to set 3d position on a channelgroup. This is something we will probably support in FMOD 5.
It would be the same performance for 1 channelgroup vs setting the 3d attributes for all channels in a channelgroup individually.
Actually all it does is store the information you pass it anyway, System::update is where the 3d processing is done.
And you’re right in the last bit, 3d processing is nearly free anyway. It is just a few cross products and dot products and some multiply/divides.
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