playback state when failed b/c of polyphony limitations


I’ve found out that if an event instance failed to start because of polyphony limitation, it just changes it’s playback state to ‘FMOD_STUDIO_PLAYBACK_STOPPED’ and doesn’t call event callback with some kind of notification about what happened. So I have to track the playback state of every event on game update in order to find and terminate failed events and this doesn’t seem to be a good way to handle such situation. Do you have any ideas about this issue?



We added a new callback type FMOD_STUDIO_EVENT_CALLBACK_START_FAILED in 1.06.01 to make this easier. You can use the callback to detect when the polyphony kicks in and prevents the event from starting.