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TGEA 1.7 Bug - SFX FMod and wrong hardware usage flag

by David Wyand · in Torque Game Engine Advanced · 04/24/2008 (8:45 pm) · 1 replies

Greetings!

When using the SFX FMod module the options dialog would always indicate that hardware mode was being used. This is incorrect as ironically software mode is always being used and may not be changed with the current system. Below is my fix for this cosmetic change.

Line 22 of sfxFMODDevice.cpp goes from this:

:  SFXDevice( provider, true, 32 ),

to this:

:  SFXDevice( provider, false, 32 ), // We're using FMOD's software buffers

And line 119 of sfxFMODProvider.cpp goes from this:

fmodInfo->hasHardware = true;

to this:

fmodInfo->hasHardware = false; // All FMOD buffers are set to software.  See sfxFMODBuffer

Perhaps a better long term solution is to have the FMod subsystem detect the user's choice of audio hardware and modify how the sound buffers are allocated. However for me, I'm making use of FMod for its software-based audio so the above changes have been 'good enough'.

- LightWave Dave

About the author

A long time Associate of the GarageGames' community and author of the Torque 3D Game Development Cookbook. Buy it today from Packt Publishing!