Jump to content
  • Advertisement
Sign in to follow this  

[SOLVED]FMOD: looping over a portion of a sound

This topic is 3630 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I can't seem to figure out how to set arbitrary start/end points for a channel. There are no examples of how to use setLoopPoints in any of the sample projects. notes: - stream description bitfield: FMOD_SOFTWARE|FMOD_LOOP_NORMAL|FMOD_2D - FMOD set to use my own disk access routines Have any of you here done something like this? Could you explain/demonstrate how? *edit whoops... I had noticed that I was passing in the incorrect time-unit flag when requesting the sound's length. Keywords: milliseconds, samples, bytes. Instead of abandoning this thread, I'll come back and explain a few things so others can avoid making the same mistake I did. [Edited by - hollis on August 10, 2008 11:29:32 PM]

Share this post

Link to post
Share on other sites
Sign in to follow this  

  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!