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Hey, I’m very new to coding and FMOD in general, but I’ve been searching high and low on the internet for a means of putting sound into Visual C++ programs for a month or so and it seems FMOD is the closest and best I can get to it. However, a tutorial I found for it requires Visual Studio 2005, and they changed 2010 enough to make the tutorial unfortunately obsolete. If anyone who uses 2010 and knows how to orientate a project file to utilize FMOD could direct me, I’d appreciate it.

For those who want to know why someone so new to coding wants to use FMOD, we have a group project that doesn’t require sound, but we’re re-creating a Space Invaders game from C++ alone, assistance would be greatly appreciated!

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I wrote a wrapper dll for GameMaker users, simplifying the process for usage. I managed to stuff most of fmod newbeeish features in there.

http://host-a.net/u/icuurd12b42/GMFMODSimple.zip

Each "export"ed function is easy to read and understand. Which could guide you into learning how most common features work to implement the same in your project… You can copy and paste the relevant code for your own speedy usage.

dllmain.release.cpp file:

FMODInit, FMODSoundAdd, FMODSoundPlay, FMODUpdate being the main functions to learn from

You can exclude the file system overriding which I used for on the fly sound file decryption, eg, all references to myopen myread, etc…

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