Talk:Implementing FMOD

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Thanks £cho, I've often wondered about implementing FMOD. On the server issue, it should be possible to extract either a full or relative path to the game folder from the command-line with CommandLine()->CheckParm("-game", ppszValue), in tier0\ICommandLine.h. --TomEdwards 17:25, 22 November 2009 (UTC)

Not a problem, and your server idea is interesting, but it looks like that function only checks for the existence of a parameter. Care to explain how one would get a path of any kind out of using it? --£cho 20:24, 22 November 2009 (UTC)
A pointer to the value is assigned to ppszValue. --TomEdwards 13:35, 23 November 2009 (UTC)

I was getting "unresolved external symbol" errors on compiling so I added a solution to this in the setup section. --X6herbius 16:12, 8 January 2010 (UTC)

Sounds good, thanks. --£cho 06:51, 28 January 2010 (UTC)

Linux ?

What would be needed for Linux Dedicated ? --ItsThatMatt ... either the Linux 32bit or Linux 64bit versions under FMOD Ex Programmers API. The process is the same, but the binaries you throw into your mod's /bin folder will be different, of course. --£cho 16:52, 27 February 2010 (UTC)

Unresolved External Symbol

This is what i get after i compile

Error 8 error LNK2019: unresolved external symbol _FMOD_System_Create@4 referenced in function "enum FMOD_RESULT __cdecl FMOD::System_Create(class FMOD::System * *)" (?System_Create@FMOD@@YA?AW4FMOD_RESULT@@PAPAVSystem@1@@Z) C:\zo maps\trunk\src\game\client\fmod_manager.obj Client HL2MP

EDIT: I fixed it but now im getting loads of errors like

Error 10 error C4430: missing type specifier - int assumed. Note: C++ does not support default-int C:\zo maps\trunk\src\game\client\fmod_manager.cpp 10 1 Client HL2MP


Error 13 error C2065: 'pSystem' : undeclared identifier C:\zo maps\trunk\src\game\client\fmod_manager.cpp 49 1 Client HL2MP

FMOD Studio Needs Implementation SDK2007

Hi, I just want to make sure that the upcoming new FMOD Studio is properly implemented into Source SDK 2007. Currently FMOD Designer and its API are working for Source 2007. I just want to provide a heads-up reminder to the people who may know how to do all of this stuff, that the new API for FMOD Studio will require integration into 2007.

FMOD Studio is FAR SUPERIOR to any previous versions of FMOD. Live in-game mixing AS WELL AS Live in-game event building!!!

I will update this when FMOD Studio is released to give anyone who reads this a heads up. I know nothing about this stuff, for all I know it's Valve who needs to update the engine for the new FMOD. Either way this is here until we have a stable implementation of the new version into 2007 and up.