0
0

I have a problem with lag in Fmod loading process. so I wanna use async loading.
But, in the intergration source, I saw that Using FMOD_EVENT_DEFAULT loading is foreced in the unreal intergration source.
At the LoadEventData() in the PostLoad().

I’ve tested after changing source code for using FMOD_EVENT_NONBLOCKING. and I couldn’t find any problem.

Is there any problem by using FMOD_EVENT_NONBLOCKING in the loadeventData() that is called in the postload() at unreal intergration source code?

  • You must to post comments
0
0

The alternative way to solve the problem is to turn off the ‘auto load’ property of the FMOD project object, and trigger the loading of events via kismet with a loading set that has ‘load in background’ set the true.

If you search the code in UnFMODEventDefinition.cpp you will find a few places that check Project->bAutoLoad and assume if it’s true that event data is already loaded. As long as you’ve fixed up those to always check if the load is completed then you’re probably OK.

  • You must to post comments
Showing 1 result
Your Answer

Please first to submit.