Game Development Community

Yet another FMOD question...

by John Carroll · in Torque 3D Professional · 11/01/2011 (2:25 pm) · 5 replies

Currently, we allow users to create a sound effect (mono, position-able) and then we do the things necessary to allow them to play the sound from any given direction at any given distance. Can I do this with FMOD, or can I suspend FMOD and allow a sound that is not in the sound bank to do the same? We don't allow the sound to be added at runtime, it is always done before starting torque, and we don't use the torque UI, we use a different web based UI that allows the user to select the sound and it's position in relation to the control object in torque. This allows us to create scripts which will then be run by torque on startup. I say this because if there's a way to cause this to happen automatically, we have the time to do it before starting torque.

About the author

Working on using Torque as an Image Generator for Tactical Simulations under laser and live fire conditions, for Law Enforcement/Military applications.


#1
11/02/2011 (9:55 am)
Ok, let me try again, is there anyway to play an arbitrary sound that is not in the sound bank? Can a sound be introduced to the bank on the fly? Can FMOD be suspended and OAL used temporarily instead? In short, is it possible to play a sound that FMOD knows nothing about?
#2
11/02/2011 (10:26 am)
Not sure I get what you're going at ...

Why would you want to use AL? If Fmod is the sound provider, it'll play any soundFile with an audioProfile/description that T3D has, in the normal way.

Whilst I have Fmod Ex from GG, I use it as Audio Provider - I don't use Fmod Designer as that's out of my price league.
#3
11/02/2011 (10:28 am)
So, a sound need not be in the .fev file? If so, then that answers my question, thanks!!!
#4
11/02/2011 (10:39 am)
That works!!! Thx, thought all sounds had to be in the .fev file, but thankfully that is not true, thanks again!!!
#5
11/02/2011 (1:36 pm)
Steve to the rescue!