We’re using FMODex and Designer for a music game on the iPhone. Music content is played back through the music system.
What would be the best strategy when planning to provide additional music content for download?
Offering a new .fev file for the new music tracks seems to be the wrong solution – as I understand I cannot load multiple system objects at the same time.
Or should I try to unload the old and load a new .fev when one of the new music tracks is used?
The only fear I have is that sound event IDs might be scrambled if I do that. Very seldom during development I had an issue where sound IDs were interchanged when I only rebuilt the fev but not the soundbanks.
Perhaps the best idea would be to have one .fev for sound effects. Than load an additional .fev depending on which music track is accessed?
- fares asked 9 years ago
I dont want users to redownload the original music though. Is it save to update the .fev and have a new soundbank for the new music while the old soundbank stays the same?
I ask because I very seldom had an issue where songs and sound fx were interchanged when I only rebuildt the fev but not the soundbanks in Designer…
- fares answered 9 years ago
[quote:29sy9gr1]Offering a new .fev file for the new music tracks seems to be the wrong solution – as I understand I cannot load multiple system objects at the same time. [/quote:29sy9gr1]
I think what you’re referring to is the restriction of only being allowed to load one fev containing music data at a time. You can have as many non-music fev’s loaded as you like.
I think the best approach would be to have all the music in a seperate fev and replace that whole fev with each update.
Oh, crap. I didn’t see that you were using the FMOD Music system. Gargh. Sorry. I’m much less familiar with that.
In that case, I think you would want to have your music in a separate fev per track or stage or whatever. Then whenever you change packs you unload the previous one and load the new one. Just a best guess. Good luck!
You’ll want one fev/fsb per DLC pack. You can only have one EventSystem but you can load as many projects as you like (an fev is a project). You just have to use system relative paths for your events (i.e. ProjectName/EventGroup/Event).
You’ll also need some sort of manifest for the DLC package that tells you what the fev is, but I assume you already have something like that for the non-audio parts of the DLC pack.
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