Have fun at GDC, Brett? Is that you in the pictures of the FMOD booth over at [url=http://www.gamedev.net/columns/events/gdc2003/view.asp?SectionID=6:3sabrrac]GameDev.Net GDC pages[/url:3sabrrac]?
I hope you guys had a great time at GDC. And I hope it was a sucess for you there ’cause you guys have put together one fantastic sound API! Oh yeah, and let’s see Brett! 😉
PS: So does Jurassic Park for the X-Box use FMOD? If so, SWEET! It’s great to see FMOD being used “big time”.
You can find a photogenic photo of Brett in a Diskmag called Hugi, you have also a story of his life and how fmod began. Here is the online version :
http://www.cfxweb.net/modules.php?name= … le&sid=202
Btw, i (really) wish Brett a full success at GDC, the work done for FMOD must be rewarded. FMOD will rocks the games industry ^_^
That’s a cool interview
[quote:33wa74rd]If I had to start again I would have gone for more flexibility instead of hardcoded speed.[/quote:33wa74rd]
I guess this is what we can expect for fmod 4?
[quote:33wa74rd]…and things like programmable dsp chips (which X-Box will have)..[/quote:33wa74rd]
Ok, the article isn’t very recent, but have you seen/tried the [url=http://www.kxproject.com:33wa74rd]kxDrivers[/url:33wa74rd] for the sb Live! and Audigy?
It’s really amazing what is possible with a simple sb live!, that you just couldn’t use with the original drivers.
Too bad there isn’t a real standard for controlling/programming these dsp’s yet, so it probably won’t be possible to use these kind of hardware things directly from fmod.
back then fmod only supported win32 i think.. that stuff would be cool (ie something like pixel shaders for sound in directx)
but now fmod supports so many platforms getting into lowlevel stuff like this is not really useful (not cross platform)[/quote:3l3e8bd8]
Even when not thinking about different platforms, it is probably different for each soundcard right now.
And writing different code for each soundcard seems to me like going some years back in time
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