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So far to get FMOD working everyone seems to just say change the filenames to .mm. Unfortunately that’s not possible with my project.

It seems odd to me that a c++ library would have this limitation. Is there anyway to get this linking properly from using cpp files?

Has anyone even abstracted out the interface to allow it to link into cpp files?

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There is no problem using cpp files, the FMOD interface is fully written in C++. The reason .mm files are recommended is because people generally intermix their FMOD C++ with their application code which is written in Objective-C. If you wish to write C++ code and Objective-C in the same code file, the file type must be .mm.

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OK sorry I’m just getting started and I’m getting these linking errors:

[code:1gag11f0]

ld: warning: in /Developer/FMOD Programmers API iPhone/api/lib/libfmodex.dylib, missing required architecture arm in file
"_FMOD_System_Create", referenced from:
irr::controller::Controller::Controller(irr::IrrlichtDevice&)in Controller.o
"FMOD::System::init(int, unsigned int, void*)", referenced from:
irr::controller::Controller::Controller(irr::IrrlichtDevice&)in Controller.o
"FMOD_ERRCHECK(FMOD_RESULT)", referenced from:
irr::controller::Controller::Controller(irr::IrrlichtDevice&)in Controller.o
irr::controller::Controller::Controller(irr::IrrlichtDevice&)in Controller.o
irr::controller::Controller::Controller(irr::IrrlichtDevice&)in Controller.o
"FMOD::System::getVersion(unsigned int*)", referenced from:
irr::controller::Controller::Controller(irr::IrrlichtDevice&)in Controller.o
ld: symbol(s) not found
collect2: ld returned 1 exit status
[/code:1gag11f0]

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OK I fixed the problem, doh!

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I’m curious, are you using irrlich engine on the iPhone?
In this case, is it good? What do you think?

Thanks.

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Sorry, been away.

Yea I am, it’s ok but extremely basic. Plus it’s only a graphics engine so expect to add much of the game engine glu between components.

Obviously when I started it wasn’t an option but I would use Unreal if I was starting now.

Ironically once I get the game out I’ll probably spend a few months porting it across to Unreal before continuing anymore feature development.

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