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Hi,

I am implementing FMOD Studio into our game engine.
However, I have a problem with sounds.

Say our ambience is playing, and I take a gun and fire it. The audio from the ambience will decrease very noticably in volume. This is highly unwanted. Does anyone know how this happens and how it can be fixed? It might have to do with the way I initialized the system.

#define SOUNDMANAGER_MAX_CHANNELS 1024
#define SOUNDMANAGER_SAMPLERATE   192000 
#define SOUNDMANAGER_SPEAKERMODE  FMOD_SPEAKERMODE_STEREO 
#define FOCUS_ZBUFFER_CHANGE      300   

FMOD_RESULT result = FMOD_Studio_System_Create(getSoundSystem(), FMOD_VERSION);
FMOD_STUDIO_INITFLAGS flags = FMOD_STUDIO_INIT_NORMAL;
result = FMOD_Studio_System_GetLowLevelSystem(*getSoundSystem(), getLowLevelSoundSystem());
result = FMOD_System_SetSoftwareFormat(*getLowLevelSoundSystem(), SOUNDMANAGER_SAMPLERATE, SOUNDMANAGER_SPEAKERMODE, 0);
result = FMOD_Studio_System_Initialize(*getSoundSystem(), SOUNDMANAGER_MAX_CHANNELS, flags, FMOD_INIT_NORMAL, NULL);
result = FMOD_Studio_System_StartCommandCapture(*getSoundSystem(), "./debugSound.txt", FMOD_STUDIO_COMMANDCAPTURE_NORMAL);
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You’re probably outputting audio over 0db and the built-in limiter of the Windows mixer is affecting your mix.

See http://www.fmod.org/questions/question/sounds-drowning-out-music/

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