I think that there is a disconnect between what peter has been saying, and what you’re understanding.
You do have the right idea: FMOD Designer allows you to create FEVs and FSBs. The programming side of the fence, however, is split across two layers: FMOD Ex (the low-level API) and FMOD Designer API (the high-level API), which is built on top of FMOD Ex.
Using FMOD Ex, you can load audio files, create DSPs, ChannelGroups, and play Sounds through Channels.
Using FMOD Designer API, you can load FEVs (which will, in turn, load the appropriate FSBs), and play Events that you created in FMOD Designer.
Peter pointed you at the fmoddesignerapi/examples directory in your install, and I can only recommend that you do the same. A great place to start is with the simple_event example, which shows you the basics of how to load and play an Event. You can see the FMOD Designer Project in fmoddesignerapi/examples/examples.fdp.
Also, note that the FMOD Ex and FMOD Designer APIs are a separate download, and are not installed by default with the FMOD Designer tool. The fmoddesignerapi/examples directory that Peter and I are referencing is in the FMOD API package, not the FMOD Designer package.
Take a look at the simple_event example, and see if it makes sense, then move on to the other examples. If you’re still having trouble, then go ahead and ask on the forums. The people here are all very nice
Hope that helps!
- Adiss answered 8 years ago
On the fmod website is says: "FMOD Designer 2010 was made to complement the FMOD Ex API". So I use FMOD Designer to create .FEV files and wave bank files that holds the sounds. Don’t I use FMOD Ex API to get it into the game? Or am I miss understanding something? My understanding was I use FMOD Designer to create the content and FMOD Ex API to port it into the game.
I just want an example of using the created content in game so I know how to set events.
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