Hi,
I've started to implement FMOD in my game (instead of directsound).
Now I'm struggling with passing a FMOD::Sound as a reference, to my loadsound function.
The problem is that the sound isn't loaded at all.
When I replace the pSound parameter 'sound' by a global FMOD::Sound (not passed as parameter), it works fine.
What am I overseeing?
bool Fmod_LoadSound(char *filename, FMOD::Sound *pSound)
{
fmodResult = fmodSystem->createSound(filename, FMOD_DEFAULT, 0, &pSound);
if(!Fmod_ErrorCheck(fmodResult)) return false;
pSound->setMode(FMOD_LOOP_OFF);
return true;
}
/** **
** Play a sound through fmod ********************
** **/
void Fmod_PlaySound(FMOD::Sound *pSound)
{
fmodSystem->playSound(FMOD_CHANNEL_FREE, pSound, false, &fmodChannel);
}
In the file where I declare and load the sound:
FMOD::Sound *sound_shoot = NULL;
if(!Fmod_LoadSound("data/sound/_shoot.wav", sound_shoot)) return false;
The only thing I found till now is that createSound needs a pointer to a pointer (**FMOD::Sound).
Any help is really appreciated.