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:
to this:
And line 119 of sfxFMODProvider.cpp goes from this:
to this:
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
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!
Associate Tom Spilman
Sickhead Games