void * SoundManager::playSoundOnce(const char * soundId, const bool isMusic, const bool update) { if (0 == strcmp(soundId, "")) return nullptr; #ifdef FMOD_ACTIVE FMOD::Studio::ID sndID = {0}; ERRCHECK(_system->lookupID(soundId, &sndID)); FMOD::Studio::EventDescription* sndDescription = NULL; ERRCHECK(_system->getEventByID(&sndID, &sndDescription) ); bool isOneShot; sndDescription->isOneshot(&isOneShot); if (!isOneShot) { CCLOG("ATTENZIONE: Il suono non è fire and forget"); } FMOD::Studio::EventInstance* instance = NULL; ERRCHECK(sndDescription->createInstance(&instance)); this->setVolumeForSound(instance, isMusic); ERRCHECK(instance->start()); ERRCHECK(instance->release()); if (update) { ERRCHECK(_system->update()); } return instance; #else return nullptr; #endif }
bool SoundManager::removeInstanceById(const std::string uniqueId) { #ifdef FMOD_ACTIVE FMOD::Studio::EventInstance * previousInstance = _instancesMap[uniqueId]; if (previousInstance) { ERRCHECK(previousInstance->stop(FMOD_STUDIO_STOP_ALLOWFADEOUT)); ERRCHECK(previousInstance->release()); _instancesMap.erase(uniqueId); return true; } #endif return false; }
void SoundManager::stopPlaySound(void * soundHandle, const bool fadeOut) { #ifdef FMOD_ACTIVE FMOD::Studio::EventInstance * instance = static_cast<FMOD::Studio::EventInstance *>(soundHandle); if ( nullptr != instance && instance->isValid() ) { ERRCHECK(instance->stop((fadeOut) ? FMOD_STUDIO_STOP_ALLOWFADEOUT : FMOD_STUDIO_STOP_IMMEDIATE)); ERRCHECK(_system->update()); _instancesFX.erase(std::remove(_instancesFX.begin(), _instancesFX.end(), instance), _instancesFX.end()); _instancesMusic.erase(std::remove(_instancesMusic.begin(), _instancesMusic.end(), instance), _instancesMusic.end()); for (auto iter = _instancesMap.begin(); iter != _instancesMap.end(); iter++ ) { if (iter->second == soundHandle) { _instancesMap.erase(iter); break; } } ERRCHECK(instance->release()); } #endif }
int FMOD_Main() { //void *extraDriverData = NULL; Common_Init(NULL); FMOD::Studio::System* system = NULL; ERRCHECK( FMOD::Studio::System::create(&system) ); // The example Studio project is authored for 5.1 sound, so set up the system output mode to match // //ERRCHECK( lowLevelSystem->setSoftwareFormat(0, FMOD_SPEAKERMODE_5POINT1, 0) ); ERRCHECK( system->initialize(32, FMOD_STUDIO_INIT_NORMAL, FMOD_INIT_NORMAL, NULL) ); FMOD::System* lowLevelSystem = NULL; ERRCHECK( system->getLowLevelSystem(&lowLevelSystem) ); FMOD_ADVANCEDSETTINGS set = {0}; set.cbSize = sizeof(FMOD_ADVANCEDSETTINGS); lowLevelSystem->getAdvancedSettings(&set); srand(time(NULL)); set.cbSize = sizeof(FMOD_ADVANCEDSETTINGS); set.randomSeed = rand(); printf("%d\n",set.randomSeed); lowLevelSystem->setAdvancedSettings(&set); FMOD::Studio::Bank* masterBank = NULL; ERRCHECK( system->loadBankFile(Common_MediaPath("Master Bank.bank"), FMOD_STUDIO_LOAD_BANK_NORMAL, &masterBank) ); FMOD::Studio::Bank* stringsBank = NULL; ERRCHECK( system->loadBankFile(Common_MediaPath("Master Bank.strings.bank"), FMOD_STUDIO_LOAD_BANK_NORMAL, &stringsBank) ); FMOD::Studio::Bank* ambienceBank = NULL; ERRCHECK( system->loadBankFile(Common_MediaPath("Surround_Ambience.bank"), FMOD_STUDIO_LOAD_BANK_NORMAL, &ambienceBank) ); FMOD::Studio::Bank* menuBank = NULL; ERRCHECK( system->loadBankFile(Common_MediaPath("UI_Menu.bank"), FMOD_STUDIO_LOAD_BANK_NORMAL, &menuBank) ); FMOD::Studio::Bank* weaponsBank = NULL; ERRCHECK( system->loadBankFile(Common_MediaPath("Weapons.bank"), FMOD_STUDIO_LOAD_BANK_NORMAL, &weaponsBank) ); FMOD::Studio::Bank* characterBank = NULL; ERRCHECK( system->loadBankFile(Common_MediaPath("Character.bank"), FMOD_STUDIO_LOAD_BANK_NORMAL, &characterBank) ); // Get the Looping Ambience event FMOD::Studio::EventDescription* loopingAmbienceDescription = NULL; ERRCHECK( system->getEvent("event:/Ambience/Country", &loopingAmbienceDescription) ); FMOD::Studio::EventInstance* loopingAmbienceInstance = NULL; ERRCHECK( loopingAmbienceDescription->createInstance(&loopingAmbienceInstance) ); // Get the 4 Second Surge event FMOD::Studio::EventDescription* cancelDescription = NULL; ERRCHECK( system->getEvent("event:/Character/Hand Foley/Doorknob", &cancelDescription) ); FMOD::Studio::EventInstance* cancelInstance = NULL; ERRCHECK( cancelDescription->createInstance(&cancelInstance) ); // Get the Single Explosion event FMOD::Studio::EventDescription* explosionDescription = NULL; ERRCHECK( system->getEvent("event:/Explosions/Single Explosion", &explosionDescription) ); // Start loading explosion sample data and keep it in memory ERRCHECK( explosionDescription->loadSampleData() ); do { Common_Update(); if (Common_BtnPress(BTN_ACTION1)) { // One-shot event FMOD::Studio::EventInstance* eventInstance = NULL; ERRCHECK( explosionDescription->createInstance(&eventInstance) ); ERRCHECK( eventInstance->start() ); // Release will clean up the instance when it completes ERRCHECK( eventInstance->release() ); } if (Common_BtnPress(BTN_ACTION2)) { ERRCHECK( loopingAmbienceInstance->start() ); } if (Common_BtnPress(BTN_ACTION3)) { ERRCHECK( loopingAmbienceInstance->stop(FMOD_STUDIO_STOP_IMMEDIATE) ); } if (Common_BtnPress(BTN_ACTION4)) { // Calling start on an instance will cause it to restart if it's already playing ERRCHECK( cancelInstance->start() ); } ERRCHECK( system->update() ); Common_Draw("=================================================="); Common_Draw("Simple Event Example."); Common_Draw("Copyright (c) Firelight Technologies 2014-2014."); Common_Draw("=================================================="); Common_Draw(""); Common_Draw("Press %s to fire and forget the explosion", Common_BtnStr(BTN_ACTION1)); Common_Draw("Press %s to start the looping ambience", Common_BtnStr(BTN_ACTION2)); Common_Draw("Press %s to stop the looping ambience", Common_BtnStr(BTN_ACTION3)); Common_Draw("Press %s to start/restart the cancel sound", Common_BtnStr(BTN_ACTION4)); Common_Draw("Press %s to quit", Common_BtnStr(BTN_QUIT)); Common_Sleep(50); } while (!Common_BtnPress(BTN_QUIT)); ERRCHECK( weaponsBank->unload() ); ERRCHECK( menuBank->unload() ); ERRCHECK( ambienceBank->unload() ); ERRCHECK( stringsBank->unload() ); ERRCHECK( masterBank->unload() ); ERRCHECK( characterBank->unload() ); ERRCHECK( system->release() ); Common_Close(); return 0; }
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; }