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In Ex, I can’t seem to find the equivelant to the old [b:utv7q4ht]FSOUND_SetSFXMasterVolume[/b:utv7q4ht] function. The current work around I’m doing is to set the volume of each event as it is being played, which I don’t really want to keep doing (and it doesn’t affect sounds that are already playing).
Specifically, we are trying to figure out what benefits (if any) the MP3 format might have and if it’s worth buying the license.
[quote="brett":p2tudt30]xma is a variant of wma pro, which is a lot higher quality than mp3, and xma on xbox 360 is hardware accelerated. fmod’s mp3 decoder on xbox 360 has to use a core to decode on and can take a significant amount of time compared to xma (ie something like 15% of a hardware thread for 100 xmas vs 60% of a hardware thread for 100 mp3s i think).[/quote:p2tudt30]
[quote="brett":3cw8suz0]Sorry i had to do that please don’t talk about specifics of ps3 on this forum. Thanks. Any discussion about ps3 can be sent to support@fmod.org[/quote:3cw8suz0]
I’m playing around with FMOD to test it’s abilities and to write a wrapper that I’m writing. Everything works great and I’m very impressed by FMOD and it’s capabilities!
However there was 1 thing that kinda amazed me… I initialised FMOD with 16 channels and I played an XM file and a wave file, however the wave file didn’t play… I found out later that the XM file was using up all 16 channels and when I increased the channels to 32 the wave file played without a problem. This strikes me as being kinda weird since I have been using other sound libraries incl. SDL_Mixer (which is a bad one btw), but I never found that playing a module (or something alike) to use up allocated channels, however it also opens new capabilities (like defining your own samples and stuff). So I’m not complaining about this feature.
It does however face me with a complication, since it uses up all 16 of my channels, I can of course initialize with 32, however there are also modules that use up 32 channels, so I would like to reinitialise the number of channels when I’m going to play a module, however there is no option in FMOD that allows to reinitialise to increase/decrease the number of mixerchannels dynamically. Of course I could simply close and initialize again, but I would like to be able to do this without stopping my samples…
Another “option” that would be nice, would be the ability to set a seperate number of channels for music or maybe to reserve a number of channels just for modules and stuff…
I tried that and it works, downside is however that I also have to unreserve the channels again when I want to play the sample otherwise it won’t find free channels anymore and if I reserve all the channels again after I started playing the sample it stops to play…
I still would prefer some function that would limit the number of channels for FMUSIC to use, or that I could reserve channels in a way so that only soundsamples and streams could use them…