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Im currently trying to use the latest stable fmod ex in my project.
I have a main executable in a project called engine4, and a project named DX9Platform in the solution as well which ti depends on. All the fmod code is in this DX9Platform project, which generates a lib file.
DX9Platform includes…
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I posted a question on gamedev about how to play nsf files (NES console music) in FMOD. It didn't get any results, but since then I made some progress. I decided that the easiest method was just to compile an existing player into a dll and then call it from C# to populate my buffer. The problem now…
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So, as the title says, I want to be able to play NSF files using FMOD, because my project already uses FMOD and I'd rather not replace it. This will involve figuring out how existing players and emulators work and porting it. I haven't yet found an existing player that uses FMOD.
My starting point…
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I'm trying to play only part of a sound using FMOD, say frames 50000-100000 of a 200000 frame file.
I have found a couple of ways to seek forward (i.e. to start playback at frame 50000) but I have not found a way to make sure the sound stops playing at 100000. Is there any way FMOD can natively do…
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Hey, is there any way to get the audio spectrum of a section of a song using FMOD if it is not playing?
Can I render a full song waveform using FMOD (+opengl/openframeworks/etc.) before the song is playing?
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