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-justin-

FMOD as a resource?

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Since I'm almost ready to release my next game I figured I would ask this question. I am using FMOD for my sound. I don't want to include my sounds outside of my game. I want to have them in the EXE itself. Now I know how to do this, but are there any special functions for FMOD that allow access to the sounds [like DX3D does] Thanks.

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Quote:
Original post by -justin-
Since I'm almost ready to release my next game I figured I would ask this question. I am using FMOD for my sound. I don't want to include my sounds outside of my game. I want to have them in the EXE itself. Now I know how to do this, but are there any special functions for FMOD that allow access to the sounds [like DX3D does]


Thanks.


There was a previous thread about reasource files and FMod that might have some useful information. You could the System::getWaveData() function and pass it data you've loaded into memory from your resource file. Of course this data will have to be uncompressed. You probably also use Sound::readData() function.

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FSOUND_Sample_Load takes a pointer to the data as a parameter.


FSOUND_SAMPLE *your_sample = FSOUND_Sample_Load ( FSOUND_FREE,
pointer_to_your_sample,
FSOUND_LOADMEMORY,
0, // offset to sample from pointer specified earlier
size_of_your_sample_in_bytes );





Should do the trick.

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so what u are saying zorak is with that i can just include the audio file in my project; then do a pointer to my sound as a resource and load it like you show?

i'll give it a shot :D

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