Re: FMOD with Resonance Audio in Csharp

Oh! Interesting, very interesting!

So, first. You should upload the code to a git repository; is more easy share it, track the changes, push new code, and other things smile

So, about the code itself...

How can work that struct distribution?

Checking the same struct in to the fmod source code, the variables that are a triplet (like position x, position y and position z) instead to be three different variables, are an array of size 3. Curious that it can work having  a different structure.

Of course, if you reduce bot structures to bytes, probably you got the same result smile but well. You do it... Awesome smile

So, if you check my code, apparently you got a different way to dump the struct in to a byteArray; in my case I used other code. But we got the same result smile

So, I suppose that a good next step is get a small program that use bot plugins and can change it properties dynamically.

The only sad of resonance audio, is that you can't have various rooms with exits, or different configurations. you have to configure your engine to change the ambience when well, your character enters in to a different ambient.

Thanks Lightsome for your work. We got a complete example using resonance audio in c# smile

Now, is time to merge bot works in to one big example smile

¡thanks!

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