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Hello all!

I am currently working on a music-heavy application using FMOD, intended for the iPhone. I am still on the development of the music, but I want to plan ahead in terms of file management and file sizes. I have two questions for you FMOD gurus :

1) How much space (in MB) will FMOD itself, without any audio files, take on my iPhone application?

2) If I import full-quality wave files into FMOD designer and compress them there into MP3’s, do only the mp3 versions get transferred to the device once everything is built? If so, I’m assuming they will still loop seamlessly in the devices as well. Correct?

That will be all for now. Thank you for your help and have a great day!

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Hi fmaciasjimenez, welcome to the FMOD Forum.

[quote:14mq0xbk]1) How much space (in MB) will FMOD itself, without any audio files, take on my iPhone application?[/quote:14mq0xbk]
I assume you mean how much RAM it will consume not how much it will increase the executable size, in which case it is a complex question to answer. It is largely dependent on how you use FMOD, there some areas where you can make a CPU/Memory/latency tradeoff. Generally the memory consuption of FMOD should be relatively small, if it does become a problem you can always tweak it. To see how much memory FMOD is using in your application you can call FMOD::Memory_GetStats.

[quote:14mq0xbk]2) If I import full-quality wave files into FMOD designer and compress them there into MP3’s, do only the mp3 versions get transferred to the device once everything is built? If so, I’m assuming they will still loop seamlessly in the devices as well. Correct?[/quote:14mq0xbk]
They will loop seamlessly if you set them to be ‘looping’. A limitation of the MP3 codec is that it has trouble with seamless transitions, we have customized our MP3 encoder to have a special seamless looping mode which allows them to loop seamlessly but it still cannot transition smoothly into a different segment of music.

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