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stopping sounds using cues

Last post 30/10/2009 18:38 by jwatte. 4 replies.
  • 28/10/2009 23:57

    stopping sounds using cues

    Hey guys,

    I'm new to XACT so please keep that in mind (I've been using FMOD Designer for quite some time). What I'm trying to figure out is how to create cues that would fade out and stop sounds. I know I can attach the stop event to a track but how do I tell it which event to stop? It's very much possible that I'm trying to do it the wrong way so I welcome any suggestions.

    Thanks,

    - Daniel
  • 29/10/2009 9:14 In reply to

    Re: stopping sounds using cues

    First save the sound cue to a a variable.
    Cue mySound = GetCue("mySoundName");
    Play the sound using your saved cue
    mySound.Play();

    Later stop your sound like this
    Stop(mySound);

    Is that what you wanted to do?
    Jump Duck in review and Pwn Age: 31337 AD in playtest.
  • 29/10/2009 12:05 In reply to

    Re: stopping sounds using cues

    he's talking about fancier ways of stopping a sound than just cutting it off. If you have the stop sequence defined in XACT, you can make xact use it by calling Cue.Stop(AudioStopOptions.AsAuthored);

    unfortunately I have no experience with actually authoring an alternative stopping method ;)
  • 30/10/2009 16:56 In reply to

    Re: stopping sounds using cues

    I don't want to cut off a sound but rather fade out and then stop. I basically have a stream I want to be able to start and fade in and then call a cue that would fade it out and stop it.

    Any ideas?

    - Daniel
  • 30/10/2009 18:38 In reply to

    Re: stopping sounds using cues

    You can author the fade-out of the cue in XACT by setting the ReleaseTime variable affect on Volume (and Pitch, of you're so inclined). Then, when you Stop(AsAuthored) a cue, it will fade using the curve you have specified.

    Jon Watte, Direct3D MVP
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