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Ambiera Forum > irrKlang
Separate Volumes for sound and music...
Author Text

mani2010
Registered User
Quote
2010-02-05 14:08:49

just starting out with irrKlang, i have a sound manager that stores the current sound effects volume and the current music volume. Having problems playing a sound effect at the sound effect volume seems always to be affected by the music volume...here is what i am doing at the moment...

note that "m_pSoundManager->GetEngine()" returns a pointer to irrKlang sound engine.

				
m_pSoundManager->GetEngine()->setSoundVolume( m_pSoundManager->GetSoundVolume() );

m_pSoundManager->GetEngine()->play2D( m_pButtonSnd );

m_pSoundManager->GetEngine()->setSoundVolume( m_pSoundManager->GetMusicVolume() );




niko
Moderator
Quote
2010-02-05 14:25:19

Hi,

using ISoundEngine::setSoundVolume influcenes the master volume, not the volume of one single sound.

What you want to do is use ISound::setVolume(). You get an ISound interface back for every sound you play, if you tell irrKlang do do so (it is a parameter of play2D() or play3D()). Don't forget to drop() that pointer again after you finished.


mani2010
Registered User
Quote
2010-02-05 14:26:55

ah ok, i was using a soundsource, thanks


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