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Currently we load samples when we call Studio::EventDescription::createInstance, but we probably want to support loading all of the sounds for one level for example.
The text was updated successfully, but these errors were encountered:
I'm trying to undestand how you would like to accomplish that.
If you spawn all sound related entites on level load, you will have that behaviour. If you want to load all required sounds of a level on level load but not want to spawn all sound entities on level load... How should the library know what to load?
I think in any case it should stay up to the user to determine when and what to load/unload.
One thing we can do to make things easier for the user is to provide a Bank component and have bevy_fmod call the FMOD bank load/unload functions automatically when the entity/component is added or destroyed.
See https://www.fmod.com/docs/2.00/api/studio-guide.html#sample-data-loading
Currently we load samples when we call
Studio::EventDescription::createInstance
, but we probably want to support loading all of the sounds for one level for example.The text was updated successfully, but these errors were encountered: