0
0

Hi all. I’m not new to programming but new to FMOD.

I’m supposed to write a tool using FMOD to read input format such as WAV files, extact the header and data, then create a new file for the selected target platform (Xbox360, Ps2, Wii, etc…).

I’ve been through the docs but I don’t have a clear understanding of how to create a file (for the destination platform) and write the data from the source asset in the specified output format. Is there and sample code or documentation on the topic?

Thanks!

  • You must to post comments
0
0

You might want to write your own WAV reader instead of FMOD…
But if you want to use FMOD, http://52.88.2.202/forum/viewtopic.php?t=9179 <– here I posted what you might use. For your case you would want to replace WAV encoder with something else. I’m not sure about formats you are going to write to, but you might: A) write your own encoder; B) find encoder lib; as FMOD3 didn’t have encoding (only decoding)

  • You must to post comments
0
0

FSBank uses fmod to load (any) file(s) before encoding it to the destination format.
It just loads the sound using fmod ex’s createSound or fmod 3’s FSOUND_Sample_Load function, then locks the sample using lock/unlock functions, then uses whatever encoders you need to take that pcm data, and encode it into the destination format.

  • You must to post comments
0
0

Thanks for your help, guys.
The tools won’t be using FMOD for sound assets conversion since there are no interfaces for this. We’ll rather use platform-specific APIs or convert the data by hand. We’ll use FMOD on the runtime side.

  • You must to post comments
Showing 3 results
Your Answer

Please first to submit.