Surfing through these forums, I kept seeing reference to the "parameters" example, but I didn’t know where it was. Finally found it in the fmoddesigner/ subdirectory. It does pretty much exactly what I need. Thanks!
One thing I notice about that sample though. The engine noise seems to "skip a beat" as its looping. The sample plays, with a short hiccup before it loops. I took at look at the .ogg file with the sound in it in an editor, and there doesn’t seem to be gap in the sample. It could just be my computer too.
A game should be passing in the RPM and LOAD values from the game physics, all we do is implement a smoothing algorithm when the user slides the slider from one RPM to another (so the change isn’t instant). Its not something that should be used in a game.
[i:3awjs3jh]A game should be passing in the RPM and LOAD values from the game physics, all we do is implement a smoothing algorithm when the user slides the slider from one RPM to another (so the change isn’t instant). Its not something that should be used in a game.[/i:3awjs3jh]
I’m new to FMOD (discovered it 2 days ago), and I’m interested in making doing something like this. Above, you mention passing in the RPM and load values from the game physics. My question is, "passing into what"? (I realize that question is really naive, but I’m just getting started)
I’m running through the various samples and I’ve found one that loads an .fsb file. I can play distinct sounds in the file and such. What I need to do is figure out how the cross-fades and (I presume) pitch-shifting between (e.g.) load/no-load and various RPM ranges are handled. Is that something built into FMOD Ex, the Events API, or something I implement myself?
Thanks for any help you can provide!
Hi Kelly, welcome to the FMOD Forum.
You can pass game state in as floats to EventParameter::setValue. These EventParameters correspond to the parameters created in FMOD designer. Take a look at the ‘parameters’ test that comes with the FMOD API inside fmoddesignerapi/examples.
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