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About q3805508

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  1. question 3 is solved,I should get FMOD::MusicPrompt pointer and call begin() and end() myself
  2. Recently I‘m using FMOD designer API to build my game audio system.I‘v never use sound before so I‘m very confused.please help me with these questions: 1.What is FMOD::MusicSystem used for? To play background music according to game play status?For example ,When the player walk into a battle field background music change from some lyrical music to drums sounds to tall player to prepare for fight.Am I think right? 2.What is "cue" "theme" in FMOD music system means? 3.In FMOD Designer application I can use Audition Console to trigger music cue to pay some music,the music segment (if has loop on) will loop until I stop the music (by push the button of the cue).but in my application when I use FMOD::musicSystm::promptCue to play the "cue" the music segment just play once!What is the right way to play those "cue"? Thanks for reading my post.
  3. Thank you very much It sounds like a good solution. (I can't find "reply" button so I clicked "report" button by mistake I hope it will not get you into trouble ,sorry for that)
  4. (I am not an English speaker,I hope you can understand my words) I am designing my Collision Detection System for my Engine and I got some problems. First I think it is OK to detect Object-Object collision by just test if their Bounding Volume(AABB in my engine) collide,but it is not enough for Ray-Object case.When I want some more accurate results I have to lock the vertex buffer and index buffer of the geometry and test all triangles against the ray in object space.I am been told that locking the buffer of rendering geometry is inefficent so I want to find some way to get more approximate results for ray-object collision but not to lock the buffer of the geometry.Maybe I should use tighter bounding volume like k-DOP and convex hull but I think It didn't work well when the geometry is very concave. I will be very grateful if you can give me some suggestions.
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