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Has anyone had a problem with this?

In Designer, the cues work flawlessly, jumping from cue to cue, on beat, in the correct beats of the segments.

When I get to the coding end of it and start call the cues, the cues start from the very beginning of each cue instead of the correct beats of the segment. Every time I jump from cue to cue, it always starts each cue from the beginning causing everything to be out of time. It starts the cue at the beginning but think it’s beat 7 in segment. A few bars into it, FMOD restarts the cue to make sure that it knows that beat 1 is beat 1 again. It’s as if it”s not using the shared timeline. As I look at the print out in the xCode debugger, it recreates a channel for the segment, then destroys it.

I’ve tried everything in the designer end and I get the same results of everything working just fine. As soon as I get to xCode, the music doesn’t transition properly using the shared timeline.

This is on Mac OSX and I’m using it for an iOS game.

Thanks ahead for your comments.

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I’ve figured it out.

I have to set the bank type to "Load Into Memory". I don’t know if this is iOS specific but it worked for me.

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