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FMOD Platform: Windows, v.3.72
Machine Setup: Windows XP (32-bit), Sound Blaster sound card

I’m building an Open GL game, and I want sound in it. I’m using Visual Studio.net 2003 with the C++.net language.

I built a very simple program that plays a song.

It works fine in a Visual Studio 6.0 project, but once I try to do the same thing in C++.net on Visual Studio 6.0 it does not work. I get memory allocation problems, and I have to close the program.

The project compiles and builds fine, but it’s a run-time problem.

Has anybody else tried to use FMOD with C++.net 2003 or is it even claimed to work?

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It works fine for a Win32 app but you will need a .net wrapper for .NET managed code

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Chris-

Of course after hours of trying to get it to work, I sent out this post. After you sent this respond, I double-checked the properties page. In the “General” section under the “Configuration Properties” I changed in the setting to use managed extensions from yes to no.

Now it works with this option as “No”…I have no idea why I waited this long to try it, but it’s working now, cool.

This would probably be very good information to share for other first timers with vs.net 2003 in C++.net.

Thanks for letting me know it was my problem :roll:

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if you want to use .NET managed code there are some wrappers at the top of the forum, but they aren’t complete yet. 😉

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You’re right. I first tried this with my simple program and it worked. But my real game seems to require the managed code, so I think I’ll have to look into those wrappers…

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um…what do I do with these wrappers? I see there’s a sound.dll, do I put that with my .exe file instead of the fmod.dll? I can’t even get hte provided example program to run.

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