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| A Quick Guide to FMOD |
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![]() Pipo DeClown Member since: 2/16/2002 From: Amsterdam, Netherlands |
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| Very simple but complete article. Covers everything a sound-n00b needs to know to play sound in their apps. -- You're Welcome, Rick Wong - Google | Google for GameDev.net | GameDev.net's DirectX FAQ. (not as cool as the Graphics and Theory FAQ) |
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![]() GMMigge Member since: 8/26/2002 From: Landskrona, Sweden |
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| I have problem linking with the 'libfmod.a'-library in Cygwin. I compile the test program with: > g++ -L. -lfmod test.cc The compilation succeeds, and it finds the library, but still complains about all the undefined references to the FMOD function calls and stuff. Anyone using Cygwin with the same problem? |
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![]() Pipo DeClown Member since: 2/16/2002 From: Amsterdam, Netherlands |
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| Maybe you'll find more help in FMOD.org's forum. -- You're Welcome, Rick Wong - Google | Google for GameDev.net | GameDev.net's DirectX FAQ. (not as cool as the Graphics and Theory FAQ) |
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![]() nullmind Member since: 3/5/2003 From: Salem, OR, United States |
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| Can you please put a warning in there about changing the user volume settings to maxumim.. I use headphones and have windows volume settings faily low. Whenever I run demos or games using FMOD they love to put both wave and master volume to maxumim, sending me flying across the room randomly. It's got so bad I've actually checked for applications that contain FMOD.DLL and disable sound or removed my headphones. |
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![]() dwarfsoft Moderator Member since: 6/5/2000 From: Toowoomba, Australia |
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| I suffer from having speakers (at work) that the volume doesn't work on, so I require software controlled volume to stop the boss from investigating, or the customers from being deafened. People who use fmod should most definitely have a volume control in their app that allows the user to choose the volume.. Max volume == teh bad Good article though |
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![]() Anonymous Poster |
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| "I have problem linking with the 'libfmod.a'-library in Cygwin. I compile the test program with > g++ -L. -lfmod test.cc " As far as i remember on Unix (been a while) -l means load the dynamic library. lib0fmod.a is an archive (static) library and and as such you need link it as you would any other obj eg cc obj1.o obj2.o libfmod.a ...etc...etc... When you use -lxxx it means load the dynamic library xxx.sl. The extension .sl may change across various unixes, on HPUX it was .so |
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![]() Codexus Member since: 11/11/2001 From: Geneva, Switzerland |
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| Can you imagine a programmer evil enough to write a System Shock-like game and wait til the worst moment to turn the master volume all the way up? [edited by - Codexus on May 24, 2004 10:25:13 AM] |
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![]() __Daedalus__ Member since: 12/12/2002 From: Edinburgh, United Kingdom |
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| Nice concise article! |
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![]() _DarkWIng_ Member since: 1/11/2001 From: Duplje, Slovenia |
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| You could also mention BASS as alternative, as it is simmilar to FMOD (and about the same $$$ range). You should never let your fears become the boundaries of your dreams. |
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![]() Vangelis Member since: 5/14/2003 From: BC, Canada |
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| I thought you weren't able to give FMOD a FSOUND_SAMPLE pointer to any of the Volume, Pan, Loop functions. It works for the FMUSIC equivalents, but functions like FSOUND_SetVolume require a channel number, not a sample or stream pointer. |
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![]() jolyqr Member since: 1/30/2006 From: Paris, France |
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| it seems to not function on my computer. it's like VC++6.0 does not recognise fmod functions... |
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![]() crosel Member since: 12/20/2008 |
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Quote: FSOUND_ALL seems to solve this. eg FSOUND_SetVolume (FSOUND_ALL, 256); |
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