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I’ve implemented FMOD for use in a game but im having trouble with anything controlling the sounds. I think my problem is me simply mis understanding exactly how FMOD works and does what it does.

I’ve built a wrapper for FMOD to make it as easy as possible for my team to use (i built it similar to the system we had set up initially for DirectSound)

I put my wrapper code on this paste bin here: http://pastebin.com/T3BiXawu

My problems range from my volume bottoming out (ive got getVolume printing out to the debug console, it shows 1 for about 5 seconds then just drops to 0) to being totally unable to stop or pause or mute or do pretty much any channel operations (except for the loopset operation in the same function as the play sound in one).

I’ve poured over the API documentation, these forums and a few stackOverflow threads but haven’t really found anything that made it click.

As i said, i think its a failing of my comprehension as to just how this sound system works, because even though i’ve read and read, and i have the channels and things i feel like I’m missing a very important piece. The only thing i can possibly think is that i am somehow losing my channel after i create the stream and then cant use it for channel operations.

thanks for any help. This game is for my associates degree and i wasn’t expecting to spend this much time (been 2 weeks now) on just getting the sound system up and running.

-zim

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Firstly I would recommend you check the FMOD_RESULT returned from every function, it should lead you to your problem.

I’m guessing what is happening is you are playing a sound, the sound will finish playing, then the FMOD::Channel will become invalid. This would explain your getVolume calls eventually returning 0. You should also notice an FMOD_ERR_INVALID_HANDLE error being retured to indicate that the FMOD::Channel handle you are using is no longer valid (because the sound has finished).

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