When I call dsp->setActive(false), may dsp isn’t being deactivated…
I have a class which handles playing a sound and adding dsp’s to the sound.
Play() creates plays the sound on a free channel and stores the channel pointer, it also adds any DSP’s previously created by ActivateDSP()
ActivateDSP() creates a and stores and DSP, it also adds the DSP to the last channel created by Play()
DeactivateDSP() is supposed to deactivate the DSP on all channels, but when Play() creates a new channel the DSP remains active, even though I’m calling setActive(false) after adding the DSP to the channel in Play()
Sorry if thats confusing but I dont understand why its not working…
- xzodia asked 4 years ago
its sounds a bit like an issue with your wrapper class, like you’re working on an invalid handle or something. Does setBypass or any of the other functions work and are you checking all return codes from the fmod functions for errors?
Its possible you’re changing the active state on a dsp that’s not even in your channel dsp chain?
I’ve managed to make it work by reusing the audio channel, which although not ideal, it does work for what I need it for at the moment.
However, I would be interested to know if this help you figure out whats going wrong, as it may turn out that I need to not reuse the channel in the future.
setBypass wasn’t working and I tried error checking everything but no errors were returned.
I was reusing the dsp’s (adding the same ones to the new channel each time the sound played), could that cause problems?
- xzodia answered 4 years ago
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