Athena: Playing Sound with FMOD Soundbanks
Using the Soundbank
Finally to play an event in a soundbank, all that is needed is to have the Audio Manager initialised, load a soundbank successfully, and retrieve an event from the soundbank without error. If all goes well and no asserts get triggered, then play.
The code belows shows how to do this, with a loop to check to see if any of the channels are playing for that event.
//
//
#include "AudioManager.h"
#include "Soundbank.h"
//
//
int main()
{
Soundbank * testSoundbank;
SoundEvent testEvent;
//
//
AudioManager::Init();
//
//
testSoundbank = AudioManager::LoadSoundbankFromFile( "testSoundbank.fev" );
testSoundbank->GetEventByName( "test/someTestSound", testEvent );
testEvent.Play();
//
//
while( testEvent.IsPlaying() )
{
AudioManager::Update();
}
//
//
delete testSoundbank;
//
//
AudioManager::DeInit();
return 0;
}
Some improvements are required, but for now that’ll be my FMOD Ex code.
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