Hey, I’m fairly new to fmod and I really like the ease and simplicity of the library. But I’m having problems receiving FMOD_EVENT_CALLBACKTYPE_EVENTFINISHED.
I’m running on the iOS platform, I create my sound system, grab my event group, then grab my event. After I get my Event I call
FMOD_RESULT F_CALLBACK SoundManager::EventCallback(FMOD_EVENT *pEventRaw, FMOD_EVENT_CALLBACKTYPE type, void *param1, void *param2, void *userData)
default: break; } cout << type << endl; return FMOD_OK;
I get the following events in this order:
But I never receive an FMOD_EVENT_CALLBACKTYPE_EVENTFINISHED unless I play the event again. I can confirm that I’m using a one shot sound and that it’s not looping. In my update frame I added some debugging to grab the event’s state and it always returns that it is always playing. This is probably why I never recieve the EVENTFINISHED callback but I’m at a lost as to why it doesn’t stop.
- pyiap asked 7 years ago
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