Are you using the low level API or the studio API? Bank files are for fmod studio, which is a piece of software geared towards sound designers, in which they have a nice interface and a lot of resources to author sound events. If you need any help hit me up! my DMs are open
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Replying to @ironfairy_ @TianiPixel
I'm gonna use whatever is better if possible... one thing that is a priority is seamless looping mp3/ogg whatever. I know that fmod can do this but can't find info on how - like do I feed it an uncompressed wave and specify the loop points in the studio?
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Replying to @AxiomVerge
One way to do it is kinda like that. You create the music event in fmod studio, specify the loop points. Then you load up that event in your code using the api and tell it when to start and when to stop (and when to change whatever parameters you want)
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Replying to @ironfairy_ @AxiomVerge
That's using the Studio API. If you want to use the Low Level API you don't use fmod studio at all, you just set the loop points in code, it has built-in methods for doing most simple stuff like that.
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Replying to @ironfairy_
Already I'm thinking setting loop points via code is really gonna suck! So the studio option sounds immediately better.
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Replying to @AxiomVerge
Well, generally when people think of fmod they think of studio, because it makes a lot of things (even much more complicated stuff) much easier. The Low Level API is for when you want like to build your own sound engine and stuff like that.
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Replying to @ironfairy_ @AxiomVerge
Check out some of the examples, they probably came with your installation of the fmod api, they're in a not so easy to find folder (FMOD Studio API Windows\api\studio\examples for me) they are... useful, not terribly so but they'll get you started.
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Replying to @ironfairy_
Okay, so I"m trying to add music for streaming (I assume better than decompressing all 50mb of a song at once). In the sample project, streaming assets have a blue "Stream" icon that you can turn on and off. But my own project doesn't get that option. Do you know why that is?
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Replying to @AxiomVerge
are you looking in the right place? you gotta go to the assets tab or the audio bin (ctrl+3) and it's herepic.twitter.com/3SAB2trl2I
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Replying to @ironfairy_
Yeah... I figured out that it doesn't appear until you add the asset to an event. I guess it's not considered as part of the project until you do that.
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Okay, I got it working! Took me a bit to figure out that fmodstudio64.dll actually references fmod64.dll by name and similarly for the non-64 bit versions of each, which messed me up for a couple hours since I renamed the dlls.
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