Hello all! I’m working on a game where there is a lot of dynamic audio switching on/off, instance creation, and parameter setting in a single “level”. I’m trying to figure out the best way to save and load the “state” of the full audio system when a user makes a save of a map, and then load that state with the loaded savegame.
What we currently do is keep a running tally of all created instances, their last called state, and their last called parameters. On load we then run through this list to re-init the system. However, because this requires code-driven event creation/param passing/etc, we don’t get “state” that comes from FMOD itself (like an active audio instance stopping another instance).
My question is twofold: is there a way to listen to whatever FMOD is doing for instances? Is there an easier way to snapshot the whole system? Are there other best practices here I’m missing?
Thanks!