void SoundManager::PlayOnce( FMOD::Studio::EventInstance& sound ) { FMOD_STUDIO_PLAYBACK_STATE curState; sound.getPlaybackState( &curState ); if( curState != FMOD_STUDIO_PLAYBACK_PLAYING ) sound.start(); }
bool SoundManager::isSoundPlaying(void * soundHandle) { #ifdef FMOD_ACTIVE FMOD::Studio::EventInstance * instance = static_cast<FMOD::Studio::EventInstance *>(soundHandle); if ( nullptr != instance && instance->isValid() ) { FMOD_STUDIO_PLAYBACK_STATE instancePlaybackState; instance->getPlaybackState(&instancePlaybackState); if (instancePlaybackState == FMOD_STUDIO_PLAYBACK_PLAYING || instancePlaybackState == FMOD_STUDIO_PLAYBACK_STARTING || instancePlaybackState == FMOD_STUDIO_PLAYBACK_SUSTAINING) { return true; } else { return false; } // FMOD::ChannelGroup * channelGroup; // bool isPlaying; // ERRCHECK(instance->getChannelGroup(&channelGroup)); // ERRCHECK(channelGroup->isPlaying(&isPlaying)); // return isPlaying; } else { return false; } #else return false; #endif }
void SoundManager::updateSoundParameter(void * soundHandle, const char * paramName, const float paramValue, const bool disableOnMax) { #ifdef FMOD_ACTIVE FMOD::Studio::EventInstance * instance = static_cast<FMOD::Studio::EventInstance *>(soundHandle); if ( nullptr != instance && instance->isValid()) { FMOD::Studio::ParameterInstance * parameter = NULL; ERRCHECK(instance->getParameter(paramName, ¶meter)); if (!parameter->isValid()) return; if (disableOnMax) { FMOD_STUDIO_PLAYBACK_STATE instancePlayState; ERRCHECK(instance->getPlaybackState(&instancePlayState)); FMOD_STUDIO_PARAMETER_DESCRIPTION paramDescription; ERRCHECK(parameter->getDescription(¶mDescription)); if ((instancePlayState == FMOD_STUDIO_PLAYBACK_PLAYING || instancePlayState == FMOD_STUDIO_PLAYBACK_SUSTAINING) && paramValue > paramDescription.maximum) { instance->stop(FMOD_STUDIO_STOP_IMMEDIATE); //CCLOG("Suono disabilitato perché troppo distante"); } else if (instancePlayState == FMOD_STUDIO_PLAYBACK_STOPPED && paramValue < paramDescription.maximum) { instance->start(); //CCLOG("Suono riabilitato perché abbastanza vicino"); } } ERRCHECK(parameter->setValue(paramValue)); // ERRCHECK(instance->setParameterValue(paramName, paramValue)); } #endif }
void outputEventByID(FMOD::Studio::System* system, const char* ID) { FMOD_RESULT result; FMOD::Studio::ID eventID = { 0 }; ERRCHECK(system->lookupID(ID, &eventID)); //Lookup the ID string from the banks //Use the ID to get the event FMOD::Studio::EventDescription* eventDescription = NULL; ERRCHECK(system->getEventByID(&eventID, &eventDescription)); // Create an instance of the event FMOD::Studio::EventInstance* eventInstance = NULL; ERRCHECK(eventDescription->createInstance(&eventInstance)); //Preload sample data - otherwise some sounds just dont play //eventDescription->loadSampleData(); Done need this - docs say it starts loading sample as soon as eventinstance created FMOD_STUDIO_LOADING_STATE loadingState = FMOD_STUDIO_LOADING_STATE_LOADING; system->update(); ERRCHECK(eventDescription->getSampleLoadingState(&loadingState)); while (loadingState != FMOD_STUDIO_LOADING_STATE_LOADED) { //if (eventDescription->getSampleLoadingState(&loadingState) == FMOD_OK) //{ // system->update(); //} //else //{} //Sleep(1); ERRCHECK(eventDescription->getSampleLoadingState(&loadingState)); system->update(); } //Try and stop looping :~ failed //FMOD::ChannelGroup* Channels = NULL; //eventInstance->getChannelGroup(&Channels); //Channels->setMode(FMOD_LOOP_OFF); cout << "Dumping " << ID << endl; //TODO - delete file if length is 0 - no point having empty files around int length = 0; result = eventDescription->getLength(&length); if (length == 0) { return; } float rate = 1024.0f / 48000.0f; float newlength = (float)length / 1000; //turn length into seconds float totalCalls = (newlength) / rate; // calculate how many calls of our loop we need till the sound has been played float totalTime = 0.0f; //bool played = false; //OutputDebugString(ID); OutputDebugString("\n"); //Start playback ERRCHECK(eventInstance->start()); //starting here seems to work ok FMOD_STUDIO_PLAYBACK_STATE playbackState = FMOD_STUDIO_PLAYBACK_STOPPED; //system->update(); eventInstance->getPlaybackState(&playbackState); while (playbackState != FMOD_STUDIO_PLAYBACK_PLAYING) { eventInstance->getPlaybackState(&playbackState); system->update(); } int TimelinePos = 0; int LastPos = -1; //for (int i = 0; i < totalCalls; i++) while (TimelinePos < length) { // if(1000 <= totalTime && !played) // { //// play sound just once // //ERRCHECK( eventInstance->start() ); //played = true; // } eventInstance->getTimelinePosition(&TimelinePos); char buffer[255 + 1]; sprintf(buffer, "Timeline Position is %d\n", TimelinePos); OutputDebugString(buffer); if (LastPos > TimelinePos) //Looping sounds repeat it seems eg mus_loop_tense never reaches timelinepos then starts again { break; } LastPos = TimelinePos; system->update(); Sleep(1); //Sleep(1.5); //Crucial! Slows it down enough so that sounds start and end at correct time //Big hack but still cant fix it. Tried with callbacks and other methods - this //Is the only way that 'reliably' works //totalTime += (rate * 1000); //sprintf(buffer, "TotalTime Position is %f\n", totalTime); //OutputDebugString(buffer); } eventInstance->stop(FMOD_STUDIO_STOP_ALLOWFADEOUT); //FMOD_STUDIO_STOP_ALLOWFADEOUT playbackState = FMOD_STUDIO_PLAYBACK_STOPPING; while (playbackState != FMOD_STUDIO_PLAYBACK_STOPPED) { eventInstance->getPlaybackState(&playbackState); system->update(); } eventInstance->release(); //necessary????? eventDescription->unloadSampleData(); system->update(); loadingState = FMOD_STUDIO_LOADING_STATE_LOADED; while (loadingState != FMOD_STUDIO_LOADING_STATE_UNLOADED) { if (eventDescription->getSampleLoadingState(&loadingState) == FMOD_OK) { //system->update(); } else { } } //eventDescription->releaseAllInstances; }
bool outputEventByID(FMOD::Studio::System* system, const char* ID) { FMOD_RESULT result; FMOD::Studio::ID eventID = { 0 }; ERRCHECK(system->lookupID(ID, &eventID)); //Lookup the ID string from the banks //Use the ID to get the event FMOD::Studio::EventDescription* eventDescription = NULL; ERRCHECK(system->getEventByID(&eventID, &eventDescription)); // Create an instance of the event FMOD::Studio::EventInstance* eventInstance = NULL; ERRCHECK(eventDescription->createInstance(&eventInstance)); //Preload sample data - otherwise some sounds just dont play //eventDescription->loadSampleData(); Done need this - docs say it starts loading sample as soon as eventinstance created FMOD_STUDIO_LOADING_STATE loadingState = FMOD_STUDIO_LOADING_STATE_LOADING; system->update(); ERRCHECK(eventDescription->getSampleLoadingState(&loadingState)); while (loadingState != FMOD_STUDIO_LOADING_STATE_LOADED) { ERRCHECK(eventDescription->getSampleLoadingState(&loadingState)); system->update(); } int length = 0; result = eventDescription->getLength(&length); if (length == 0) { return false; } cout << "Dumping " << ID << endl; int TimelinePos = 0; int LastPos = -1; bool played = false; while (TimelinePos < length) { if (!played) { ERRCHECK(eventInstance->start()); //Start playback played = true; } eventInstance->getTimelinePosition(&TimelinePos); //char buffer[255 + 1]; //sprintf(buffer, "Timeline Position is %d\n", TimelinePos); //OutputDebugString(buffer); if (LastPos > TimelinePos) //Looping sounds repeat and have wrong getlength value eg mus_loop_tense never reaches timelinepos { //Seems to report a longer length than reality. So if we dont manually stop it, the track loops forever break; } LastPos = TimelinePos; system->update(); Sleep(1); //Crucial! Slows it down enough so that sounds start and end at correct time //Big hack but still cant fix it. Tried with callbacks and other methods - this //Is the only way that 'reliably' works } eventInstance->stop(FMOD_STUDIO_STOP_IMMEDIATE); //FMOD_STUDIO_STOP_ALLOWFADEOUT FMOD_STUDIO_PLAYBACK_STATE playbackState = FMOD_STUDIO_PLAYBACK_STOPPING; while (playbackState != FMOD_STUDIO_PLAYBACK_STOPPED) { eventInstance->getPlaybackState(&playbackState); system->update(); } eventInstance->release(); //necessary????? eventDescription->unloadSampleData(); system->update(); loadingState = FMOD_STUDIO_LOADING_STATE_LOADED; while (loadingState != FMOD_STUDIO_LOADING_STATE_UNLOADED) { if (eventDescription->getSampleLoadingState(&loadingState) == FMOD_OK) { //system->update(); } else { } } //eventDescription->releaseAllInstances; return true; }