problem with Fmod wrapper (soundManager) for Ogre3d [closed]
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Closed 5 years ago.
Improve this questionI have a problem with Soundmanager (class) (wrapper) for fmod in ogre3d engine. Here is the code just in case :
ISoundManager.h If somebody wants I will upload it but I can't upload more than 2 hyperlinks now.
SoundManager.h http://codeviewer.org/view/code:18c9
SoundManager.cpp http://codeviewer.org/view/code:18ca
I have a simple code piece to play the sound :
` SoundManager *soundManagerPtr = new SoundManager;
soundManagerPtr->Initialize();
int mySound1 = soundManagerPtr->CreateStream(Ogre::String("boing.wav") );
int channel1 = 0;
soundManagerPtr->PlaySound(mySound1, headNode, &channel1);
开发者_如何学运维delete soundManagerPtr;`
Everything is fine, sound is loading, but PlaySound() function does not throw any error and does not play the sound either. I was asking on the ogre3d forum but no solution yet.
I quickly checked the SoundManager code, and it appears the "PlaySound" function calls through to FMODs "playSound" function. In FMOD "playSound" is not a blocking operation, it will start playing the sound in another thread, then return. So since you are deleting the sound manager right away, it hasn't had a chance to play anything yet.
I believe the SoundManager needs to get updated and this is done by frameStarted()
. This means for your sound to start playing you have to start running your Ogre application using root->startRendering();
. Have you tried that? The above code is either incomplete (in which case you really do have a problem) or you just have to get the update of the SoundManager started off by starting the graphics to render and thus call frameStarted of SoundManager.
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