Reading the documentation, I dont see any support for module (.mod??) information. and the only loop point functions are the ones I added, except for the GetLoopPoints function which I ommited for the simple reason that it returns the loop start and loop end you have set yourself. Values people can keep track themselves. You can oly set 1 lop start and end. There is no support for multiple loop points in fmod either.
Other features set by the FMODDesigner application cannot be supported.
My guess is, for .mod, you can tell it to play a looped drum from 5 iteration followed by another instrument, that over multiple tracks? I dont support that <info>; FMOD does not support that.
The only loop point support through FMOD are the loop start and loop end point function which is % based, which you can translate to time if you want. Using the Sound get length and milliseconds, set loop point at 2000/soundlength to set at 2 seconds in. I prety sure FMOD will analize the file to determine where that is in the case of instrument based files.
The loop points are for people wanting to play a specific portion of the entire sound, looped, be it a wav, mp3, ogg or midi and mod files. That position onformation is linear and based on %tage (translatable in ms )
Edited by icuurd12b42, 03 May 2010 - 09:28 PM.