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Hi,
I’ve searched everywhere the last 2 hours and couldn’t find anything relevant AND simple for this;
I would know when my sound ends, to play another just after, some kind of playlist, in fact.
All the solutions I’ve found are for C++ !
Would be great if you had an idea of how to do this :)
Thanks in advance !
P.S : I use FMOD with OpenGL and I saw that OpenGL calls FMOD more times than needed, and the use of FMOD_System_SetOutput(system, FMOD_OUTPUTTYPE_NOSOUND_NRT); could correct that but it doesn’t work, my sound doesn’t play after that.
I know it must be placed before FMOD_System_Init and that’s what I’ve done, but still doesn’t work.
Also I learnt that it could be because it’s called too many times in a sec if I remember, and then I had to use FMOD_INIT_STREAM_FROM_UPDATE but it still doesn’t work… Maybe I don’t do a good use of this… I you could light me…

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[quote="brett":24iknayd]FMOD_Channel_IsPlaying, or FMOD_Channel_SetCallback with FMOD_CHANNEL_CALLBACK_END[/quote:24iknayd]

Is there a way to start playing a sound right after another sound ended (as in gapless playback)? The callback method mentioned above would seem highly dependent on the update frequency at which the system::update() function is triggered, as it is my understanding that is when the callback would be invoked. And it wouldn’t seem reasonable (or even possible?) to call system::update() at a high enough frequency that the result is gapless playback, right?

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FMOD_Channel_IsPlaying, or FMOD_Channel_SetCallback with FMOD_CHANNEL_CALLBACK_END

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