LWJGL
June 19, 2013, 14:19:26
Welcome,
Guest
. Please
login
or
register
.
Did you miss your
activation email?
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
News
:
LWJGL 2.9.0 released!
Home
Help
Search
Login
Register
LWJGL
>
Archive
>
FMOD
>
Enabling FX
Pages: [
1
]
« previous
next »
Print
Author
Topic: Enabling FX (Read 4588 times)
Arman
Newbie
Posts: 6
Enabling FX
«
on:
April 21, 2005, 00:22:32 »
Hi,
Can someone give me a sample which enables FX please?
FSound.FSOUND_FX_Enable(playingChannel, dunno whet to put here);
Thanks
Logged
Matzon
Administrator
Demigod
Posts: 2239
Enabling FX
«
Reply #1 on:
April 21, 2005, 01:52:12 »
one of these?
http://www.fmod.org/docs/HTML/FSOUND_FX_MODES.html
do note, that it is a win32 only option - and you generally have top be aware of win32/linux/mac issues with regards to availability of methods.
Logged
http://lwjgl.org
Arman
Newbie
Posts: 6
Enabling FX
«
Reply #2 on:
April 21, 2005, 02:04:22 »
Thanks Matzon,
The thing is that I didn't find those in fmod package with lwjgl , do you know their values?
Logged
Arman
Newbie
Posts: 6
Enabling FX
«
Reply #3 on:
April 21, 2005, 09:36:26 »
Ok I found them in fmod.h
But maybe thou cannst add them in the next release.
Logged
Matzon
Administrator
Demigod
Posts: 2239
Enabling FX
«
Reply #4 on:
April 21, 2005, 13:35:22 »
yeah - quite few missing actually - will add this weekend
Logged
http://lwjgl.org
Pages: [
1
]
Print
« previous
next »
Jump to:
Please select a destination:
-----------------------------
Programming
-----------------------------
=> Lightweight Java Library Game Development
=> LWJGL Documentation
=> Bug Reports / RFE
=> OpenGL
=> OpenAL
=> General Java Game Development
-----------------------------
Archive
-----------------------------
=> Resolved Bugs/RFE
=> DirectX
=> DevIL
=> FMOD
Loading...