Fmod Sound System Engine
#21
Posted 21 October 2007 - 01:26 PM
Thanks.
#22
Posted 21 October 2007 - 09:28 PM
I re-enabled memory sounds in my version here... and yes, I get a 1 second delay for mp3. Such time is needed to load the entire 3MB file into memory. Any application loading 3MB files into memory will have a few second delay... That's normal.
No self respecting game dev would load a 3MB sound into memory hehehe. That would only cause trouble down the road.
Edited by icuurd12b42, 21 October 2007 - 09:29 PM.
#23
Posted 21 October 2007 - 11:57 PM
No self respecting game dev would load a 3MB sound into memory hehehe. That would only cause trouble down the road.
Especially an mp3 (or the likes: ogg, wma, etc), which is loaded into ram uncompressed (which is the main reason for the delay) so a 3MB mp3 may actually take about 30 mb of ram (depending on quality, of course). This is why you should ALWAYS use streaming for those type of formats.
~Brandon
#24
Posted 29 October 2007 - 04:06 AM
Fixed the multiple instancing problem for unstreamed (memory) sounds. Hopefully this version is the final version. Enjoy.
Fixed the demo to only load 1 sound used by all car instances, demonstrating the multi-instancing capability to it's fullest.
Thanks Shaltif and the FMOD designers and a few other FMOD members.
Edited by icuurd12b42, 31 October 2007 - 11:57 AM.
#25
Posted 30 October 2007 - 07:59 AM
Added playing music over the web... this option disables the password encryption though.
//game start
LoadFMOD();
FMODinit(100,true);
//to load and play
sound = FMODSoundAdd("http://website/sound...der",false,true)
instance = FMODSoundPlay(sound);
//game end
FMODAllStop();
FMODfree();
UnloadFMOD();
It's a good idea to provide an interface to allow pausing the streamed web music to allow the file to buffer before playing
//to pause
FMODInstanceSetPaused(instance,true);
#26
Posted 30 October 2007 - 11:46 AM
#27
Posted 30 October 2007 - 02:19 PM
Free, and better quality than mp3.
#28
Posted 30 October 2007 - 11:04 PM
Well. you can blame whoever owns the mp3 patent (I think it's not FMOD at fault here but it's not clear) FMOD redirects you to a general licence issuer for MP3 licences... It's the same kindof problems we had with .gif files for a long time where no one was allowed to use .gif files without paying huge fees (and I still dont know if the issue was resolved...We may all still be breaking the law using .gif files). Anyway, I don't recommend using mp3 files or any file format not made to be used by all freely.so to use a mp3 track within your game...you need a licence, unless you only distribute less then 5000 copies? Thats not good.
Yep. If ogg file don't have the same licencing issues, you should.I guess it will be the .ogg road then.
Free, and better quality than mp3.
#29
Posted 31 October 2007 - 10:19 PM
#30
Posted 31 October 2007 - 11:41 PM
lets get it clear. if i play a mp3 file or a stream in my gm made program would this require a licence...i dont see why it would!! as i am not selling the mp3 file/stream neither am i claiming ownership of it. I think it is aimed at people who use mp3 encoding/decoding within their programs such as encoders, sound applications such as wav mapping programs etc..
Sorry. but I'm 99% sure you need a licence to play any mp3 file within your application. You are actually paying to have the right to decode mp3 files. Apart from the less than 5000 distributed game reference which was probably tailored for indi game developers like ourselves.
I would not worry about it that much. Is your application a game? Yes? Then you need only to worry if you distribute more than 5000. Again, there is no mention on if the games as to be revenu making distribution.
Man, I'm starting to think I should not have been so straigth forward warning people about this... I'm not a lawyer. You should contact the mp3 licence issuers to give you the reasoning behind all the BS. Like a said, Gif files had (possibly still has) this exact same problem.
Edited by icuurd12b42, 02 November 2007 - 02:28 AM.
#31
Posted 03 November 2007 - 02:08 AM
Edited by icuurd12b42, 03 November 2007 - 02:13 AM.
#32
Posted 06 November 2007 - 07:04 PM
#33
Posted 06 November 2007 - 08:25 PM
Interesting image though, but I think we can all agree perfect is opinion-based, and in gaming realism often does not equal perfect at all.
Imagine having no friction or sound or firy explosions like we're used to here on earth in space games, is having ambient music in space unrealistic and thus inperfect? No.
I do agree, I'd rather have realistic sound reflection in this case, but nobody claims this DLL has that, in fact it was stated that the blocker system was simplified rather than perfect, and it's as far as I'm concerned a great DLL without it. We're talking GM guys, we get industry-professional features used in multi-million commercial games released in 2007 from FMOD wrapped in this DLL.
#34
Posted 06 November 2007 - 11:43 PM
That is why I called them Blockers instead of using the initial FMOD nomenclature "Geometry". Yes, I did notice there is no sound echoing on wall to propagate inside an enclosure. I imagine such implementation would be very hard on the CPU. Fluid dynamics and all... But why don’t you just lower the blockers’ value in that area instead... And allow 20% of the sound to go though the area. I'm sure you can set it up pretty realistically without imitating reality to the letter (and have no CPU left for your game).
I did mention somewhere that I was pretty sure I thought of everything. But no, no mention of perfection.Mmm, quick search showed nobody ever saying the word 'perfect' in this topic Pep.
Interesting image though, but I think we can all agree perfect is opinion-based, and in gaming realism often does not equal perfect at all.
Imagine having no friction or sound or firy explosions like we're used to here on earth in space games, is having ambient music in space unrealistic and thus inperfect? No.
I do agree, I'd rather have realistic sound reflection in this case, but nobody claims this DLL has that, in fact it was stated that the blocker system was simplified rather than perfect, and it's as far as I'm concerned a great DLL without it. We're talking GM guys, we get industry-professional features used in multi-million commercial games released in 2007 from FMOD wrapped in this DLL.
Thanks
I might add Imagine having a 1 second delay to hear the explosion since you are 300 meters away...
God knows I never claimed reflexion. FMOD does not claim it either... They are occlusion geometry not reflection geometry.
Like I said, you can play with the occlusion factor (FMODBlockerSetStrength()) of the blockers of that area to emulate the effect.
Cheers!
#35
Posted 07 November 2007 - 01:17 PM
#36
Posted 07 November 2007 - 04:04 PM
Oooh, I didn't notice that you read our minds and read what we were thinking... Cause really, if we didn't say it, how the hell do you know we think this DLL is perfect? You don't, stop the nonsense already.Ohh i didn't notice that i said "Your DLL isn't perfect as most of you say"
#37
Posted 07 November 2007 - 08:20 PM
Oooh, I didn't notice that you read our minds and read what we were thinking... Cause really, if we didn't say it, how the hell do you know we think this DLL is perfect? You don't, stop the nonsense already.Ohh i didn't notice that i said "Your DLL isn't perfect as most of you say"
I know like 4 people who said that this engine is perfect and i can easily tell by that that most of you think that this is perfect so stop spamming the board please
#38
Posted 07 November 2007 - 11:41 PM
Oooh, I didn't notice that you read our minds and read what we were thinking... Cause really, if we didn't say it, how the hell do you know we think this DLL is perfect? You don't, stop the nonsense already.Ohh i didn't notice that i said "Your DLL isn't perfect as most of you say"
I know like 4 people who said that this engine is perfect and i can easily tell by that that most of you think that this is perfect so stop spamming the board please
I wish I had seen those... The best comment, save from tarik here, is “Nice dll but I prefer sxms”. All the rest are neutral or complaints about the FMOD licensing and the mp3 licence (which every one needs regardless of what sound system they use).
Anyway, like I said, you can use FMODBlockerSetStrength() to emulate the effect.
#39
Posted 08 November 2007 - 01:18 PM
Oooh, I didn't notice that you read our minds and read what we were thinking... Cause really, if we didn't say it, how the hell do you know we think this DLL is perfect? You don't, stop the nonsense already.Ohh i didn't notice that i said "Your DLL isn't perfect as most of you say"
I know like 4 people who said that this engine is perfect and i can easily tell by that that most of you think that this is perfect so stop spamming the board please
I wish I had seen those... The best comment, save from tarik here, is “Nice dll but I prefer sxms”. All the rest are neutral or complaints about the FMOD licensing and the mp3 licence (which every one needs regardless of what sound system they use).
Anyway, like I said, you can use FMODBlockerSetStrength() to emulate the effect.
How can FMODBlockerSetStrength() help?
or maybe it can by setting it to negative values?
#40
Posted 09 November 2007 - 12:49 AM
Oooh, I didn't notice that you read our minds and read what we were thinking... Cause really, if we didn't say it, how the hell do you know we think this DLL is perfect? You don't, stop the nonsense already.Ohh i didn't notice that i said "Your DLL isn't perfect as most of you say"
I know like 4 people who said that this engine is perfect and i can easily tell by that that most of you think that this is perfect so stop spamming the board please
I wish I had seen those... The best comment, save from tarik here, is “Nice dll but I prefer sxms”. All the rest are neutral or complaints about the FMOD licensing and the mp3 licence (which every one needs regardless of what sound system they use).
Anyway, like I said, you can use FMODBlockerSetStrength() to emulate the effect.
How can FMODBlockerSetStrength() help?
or maybe it can by setting it to negative values?
You can set the area where you figure the sound should still bleed in the enclosure, like the few blocks near the entrance and set the strength to .5...
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