Hello, it’s me again! Haha
Sorry for my repeated asking here but this is the last time
I tried FMOD_System_CreateSound() with both FMOD_DEFAULT and FMOD_CREATESAMPLE for my audio player application but loading took too long!
So I also tried with FMOD_CREATESTREAM and FMOD_CREATECOMPRESSEDSAMPLE, and really worked well.
Short loading time, fast enough for playback, no problem.
So I’m wondering if those latter options would be okay for me.
My application
a. supports MP3, OGG, AAC, WAV types only.
b. opens only LOCAL files in hard drives.
c. plays TWO audios MAX at the same time. (like a music player)
d. opens 1sec to 5min long audio files most of the time, and rarely 10mins long at best.
e. uses a little of built-in DSPs. (ex. FMOD_DSP_TYPE_PITCHSHIFT)
f. uses
FMOD_Channel_SetVolume()
FMOD_Channel_SetPosition(), FMOD_Channel_GetPosition(),
FMOD_Channel_SetPaused(), FMOD_Channel_GetPaused(),
FMOD_Sound_GetLength()
functions.
g. may sometimes open files with FMOD_LOOP_NORMAL option for looping.
Are there any limitations or disadvantages for this app with FMOD_CREATESTREAM or FMOD_CREATECOMPRESSEDSAMPLE?
One more question.
Are there any benefits to limiting max channel with the lowest number if possible when calling FMOD_System_Init()?
Thanks.