Was working with FMOD Ex before which had setSubSoundSentence to make 2 sounds play one after another.
After i switched to FMOD Studio i saw that this function was gone.
Reading more about it i saw that it got removed due to setDelay being more acurate, however i had problems with finding documentation on how to use it properly so i used the granual_synth example for reference.
However the second sound starts playing way too quickly ( the first song is 30 seconds long and the second one already starts within the first 2 seconds ).
The only modifying to the queue_next_sound i did was making the sound and channel be set in the function ( instead of it being the 2 fixated ones )
Channel *queue_next_sound(int outputrate, Channel *playingchannel, const char* soundname, Sound *pQueuedSound)
Called like this
void CFMODManager::PlayLoopingMusic(const char* pLoopingMusic, const char* pIntroMusic, bool fadeIn)
Sound *pIntroSound = NULL;
Sound *pLoopingSound = NULL;
int outputrate = 0; result = pSystem->getSoftwareFormat(&outputrate, 0, 0); pChannel = queue_next_sound(outputrate, NULL, GetFullPathToSound(pIntroMusic), >pIntroSound); pChannel = queue_next_sound(outputrate, pChannel, >GetFullPathToSound(pLoopingMusic), pLoopingSound);