I\'m using FMod for first time, and I don\'t understand why my code doesn\'t trigger Sound Designer\'s keyoff.
I am developing an iOS app where I am recording sound from the devices mic, saving it to a wav, then it needs to be accessed and played from a different view controller. As I understand, a FMOD::Syste
I used readData successfully to read 16-bit audio files and generate peak files for wave form display. However, I\'m having some trouble interpreting PCM values for 24-bit FLAC and WAV files.
I am using FMOD to play some sounds and I would like to save the resulting mix to the di开发者_开发技巧sk.
Is it possible to simultaneously playback the recording device by using the FMOD api? This functionality would be the same to what Windows offers in the recording device properties where you can enabl
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I heard FMOD is one of most popular audio engine in desktop apps such as games. I have read its documentation, but I can\'t feel any benefits of them than Apple\'s API like Audio Unit. Ithas many of p
After looking around for various sound API libraries, I have decided to use FMOD for the time being. Problem is that whenever I try to compile one of the code examples, I get the following errors:
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 c
I\'m trying to get started with FMOD but I\'开发者_运维问答m having some issues compiling the example code in this tutorial: