ID:134650
 
I'm a bit confused about how this works. If I want a sound to replace a different one when played, It has to have a higher priority. What If I want all sounds to replace the current ones? I can't keep upping the priority forever, so what do I do? If this isn't possible, perhaps having all sounds with a priority of 0 replace eachother might be an option..
Vexonater wrote:
I'm a bit confused about how this works. If I want a sound to replace a different one when played, It has to have a higher priority. What If I want all sounds to replace the current ones? I can't keep upping the priority forever, so what do I do? If this isn't possible, perhaps having all sounds with a priority of 0 replace eachother might be an option.

Basically FModEx has so many channels you don't need to worry about this. Priority is mostly for cases where you're playing certain sounds on a certain channel and want to interrupt them.

Lummox JR
In response to Lummox JR
I haven't even looked into the new sound stuff yet, but if I understand what's being said here correctly what he said still applies.

Regardless of the number of channels, you just said yourself "It's mostly for cases when you want to interupt something." So what if you do? And what if you do very often?
In response to Loduwijk
Loduwijk wrote:
I haven't even looked into the new sound stuff yet, but if I understand what's being said here correctly what he said still applies.

Regardless of the number of channels, you just said yourself "It's mostly for cases when you want to interupt something." So what if you do? And what if you do very often?

Well, it wasn't made very clear in the reference (my bad), but equal priority sounds will steal channels from each other if no lower-priority or empty channels are available. Previously we had the status=SOUND_RESERVED flag for cases where stealing was not an option, but in FModEx that has been removed.

Lummox JR