VFmodSoundObject *RPG_VisionEffectHelper::CreateSoundEffect(RPG_VisionEffectSoundParams const& params)
{
    VASSERT(VFmodManager::GlobalManager().IsInitialized()); // ensure that the native Fmod system has been correctly initialized

    VFmodSoundResource *soundResource = static_cast<VFmodSoundResource *> (GetEffectResource("FmodSoundResource", params.m_soundFilename));
    VASSERT_MSG(soundResource, params.m_soundFilename);
    if (soundResource)
    {
        VFmodSoundObject *soundObject = soundResource->CreateInstance(params.m_position, VFMOD_FLAG_NONE);
        VASSERT_MSG(soundObject->IsValid(), params.m_soundFilename);
        if (soundObject->IsValid())
        {
            soundObject->Play();
        }
    }

    return NULL;
}
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// -------------------------------------------------------------------------- //
// Instances                                                
// -------------------------------------------------------------------------- //
VFmodSoundObject* VFmodManager::CreateSoundInstance(const char *szFilename, int iResourceUsageFlags, int iInstanceFlags, int iPriority)
{
  VFmodSoundResource *pRes = LoadSoundResource(szFilename, iResourceUsageFlags);
  if (!pRes)
    return NULL;

  // Note: Create all sound objects here as paused as we need to set AND update the
  // correct distance and attenuation first! Call Play() afterwards it set.
  VFmodSoundObject* pObj = pRes->CreateInstance(hkvVec3(0.0f,0.0f,0.0f), iInstanceFlags | VFMOD_FLAG_PAUSED, iPriority);
  if (pObj)
  {
    // Force sound source position update
    pObj->OnObject3DChanged(VisObject3D_cl::VIS_OBJECT3D_POSCHANGED);

    // Play if set
    if((iInstanceFlags & VFMOD_FLAG_PAUSED) == 0)
      pObj->Play();
  }

  return pObj;
}