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Hi guys,

(Appologies if this has been answered many times, I am having trouble searching through these forums and decided to just post up a feq questions I had)

I have just started a new job within a games developer within Bangkok and I have the job of sound designer / developer / composer etc.

With not much experiance in developing, I have a question for any1 that can answer me.

I have been looking around the website here and I have seen that Fmod supports xbox 360, among many others. The question I have is, if the game thats being created here was using the XNA framework, would I be able to use Fmod products with it without any problems? I have read many articles on the matter and alot are saying XACT is the perfect choice for creating less problems and errors when developing for the 360.

Also, just a small concern, I am working on a mac and within FMod products, it says it supports mac osx, does that mean that it supports games that run on mac osx orthe program (designer) can be run and worked on within OSX?

Thank you anyone who can answer my questions! Fmod looks incredible and I cant wait to start working with it!!

Dan

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Unfortunately you cannot use FMOD with XNA projects on Xbox360, XNA doesn’t give us the ability to output our audio to a buffer for playback. You can however use FMOD along with the C# wrapper on Windows, or use FMOD in a normal Xbox360 project.

FMOD fully supports Mac, we provide a version of the FMODEx runtime for Mac i386, x86_64 and PPC. The developer tool FMOD Designer also has a Mac version that is currently supported on i386 and PPC.

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Thanks for the reply.

Very disapointed that I will not be able to use Fmod on this new game as they have already started coding the new engine using XNA. IS there any hope in the near future that will enable us to use fmod with the XNA framework?

I know you have answered all my other questions but I have one more, do you have a suggestion as to what program to use other than XACT for designing and coding the audio?

After learning Xact for a bit, I am really starting to feel the capabilities are restricted in some way, also kind of pathetic when you look at Fmod & Xact together with its Interface and looks!

Thanks,

Dan

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Our hands are a bit tied with this one, there is no support framework that would allow us to run FMOD on XNA and I don’t believe Microsoft have any plans to change this.

You will have to make use of the Microsoft APIs provided, there is no other audio middleware available for the same reasons FMOD isn’t available.

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As I just read your post, I was reading this update from microsoft site and saw this:

""Michael Klucher also added a few answers to some people’s “burning questions,” noting “yes, we have hardware accelerated 3D API’s on Windows Phone 7 Series. Yes, we have Visual Studio 2010 integration with our toolset. We’ve even added buffered audio support to the Audio API’s that many of you have asked for.”""

Added buffered audio support to the audio API’s, would this mean there is a possibility now for the Fmod products to work with XNA framework?!

Source: http://on10.net/blogs/sarahintampa/XNA- … ows-Phone/

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That’s good news for audio developers however the other problem with XNA is it’s a managed platform. On Windows we have a C# wrapper that hooks into our native DLL to allow it to work, but with Xbox360 there are no DLLs.

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Ok, as I dont know much about the programming side, If I am working on Mac, would that solve the problem you are talking about (.dll’s etc) ?

Sorry, bit of a noob when it comes to that stuff!

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Basically even with the announcement of buffered audio being added to XNA we still cannot use FMOD on Xbox360 (under XNA). FMOD is written in platform native code which is not compatible with the interface provided via XNA on Xbox360.

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Ah, well thats a great shame :( Back to Xact then.

Thanks for the help and replies Mathew!

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Sorry to rehash an old thread, but can I ask, although FMOD does not work with Xbox, will it possibly work with XNA for use on Windows only? Using the C# wrapper provided?

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