*CALL*
Play_Sound(0, ALIEN_EXPLODE, FSOUND_LOOP_OFF,1);
*PROCEDURE*
bool Play_Sound(long Channel, int Sound, int Mode, int Loaded) // We play a sound
{
if (Sound==PLAYER_SHOT)
{
// Sound to play
Sound_To_Play_1 = FSOUND_Sample_Load(2,"data/sounds/shot.wav",FSOUND_STEREO, 0);
// We play the sound
FSOUND_PlaySound(Channel,Sound_To_Play_1);
}
if (Sound==ALIEN_EXPLODE)
{
// Sound to play
Sound_To_Play_2 = FSOUND_Sample_Load(2,"data/sounds/explode.wav",FSOUND_STEREO, 0);
// We play the sound
FSOUND_PlaySound(Channel,Sound_To_Play_2);
}
return true;
}
FMOD usage In Game
I have a space game 80% coded, I am now unto sound using FMOD\VC++6
I have managed to get an mp3 track playing during my menu and when the user starts the game it continues to play. I have also got a .wav sound playing when the ship fires a shot however when collision occurs between rocket and alien the explosion cuts out the firing sound of the ship, I have tried different channels but no joy maybe there is something I am missing
I have posted the procedure and the call itself
Thx in advance
Simplest way:
First, only load the samples once and keep a pointer to them (FSOUND_SAMPLE *) as returned by FSOUND_Sample_Load.
In FSOUND_Sample_Load() don't specify the sample pool (the first argument) use FSOUND_FREE instead.
When playing the sound don't specify the channel number use FSOUND_FREE again.
- Matt
First, only load the samples once and keep a pointer to them (FSOUND_SAMPLE *) as returned by FSOUND_Sample_Load.
In FSOUND_Sample_Load() don't specify the sample pool (the first argument) use FSOUND_FREE instead.
When playing the sound don't specify the channel number use FSOUND_FREE again.
- Matt
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