Hello there folks. I am making a small first person game in OGRE and have been hoping to use FMOD Designer to handle the sound for the game making use of the Event System.
I came across the FMOD Sound Manager for OGRE on their wiki, however I am very confused as to how to use it within the context of FMOD itself. There is a header and .cpp file that is available for this Sound Manager, however I am unsure how to use these along with the FMOD Designer Event System and the FMOD EX API that I believe needs to be used no matter what.
Can someone perhaps give me direction and or advice. I must point out also that I am a novice programmer, with very little experience, hence the reason for choosing the FMOD Designer route.
It hope I have given sufficient information for someone to help out.
- therealwoge asked 10 years ago
is this what you’re talking about:
I noticed this on that page:
[quote:173s861b]FMOD Ex Version 4.02 was used to create this manager. [/quote:173s861b]
4.02 is a [b:173s861b]very[/b:173s861b] old version.
You’re probably better off downloading the FMOD Ex Programmers API and looking at the designerapi examples. That should be an easy way to get started using FMOD.
Thanks for the information. I am however aware that others have been successful in using that sound manager with FMOD in OGRE. Not to seem ungrateful but I have looked at the examples in both the API and Designer directories but they tend to use other forms of graphics rendering and don’t contain OGRE specific code ie classes, headers and C++ files.
From this link:
there should be a SoundManager.cpp and a SoundManager.h file. Could someone perhaps talk me through how thess could be implemented with FMOD Designer and the Event System in OGRE, and how a possible initialization sequence would look. I am incredibly desperate.
I am a sound designer and not a programmer you see and would very much be grateful for the help, as I know most of you are likely programmers.
I hope I hear from someone.
- therealwoge answered 10 years ago
[quote:3ynltoik]I am however aware that others have been successful in using that sound manager with FMOD in OGRE[/quote:3ynltoik]
This manager does not use the event system so you’re going to have to modify it a lot to get it working with any designer generated content.
[quote:3ynltoik]I have looked at the examples in both the API and Designer directories but they tend to use other forms of graphics rendering and don’t contain OGRE specific code ie classes, headers and C++ files. [/quote:3ynltoik]
The graphics API is not relvant here. For example all graphical applications run in a loop, each time it loops a frame of graphics is rendered to screen. The examples run in a loop, this is the same basic concept. Each frame you want Ogre to enter your code and call the "per frame" functions like set listener 3d attributes set channel/event 3d attributes and system::update. In your sound manager this is all being done in the SoundManager::FrameStarted function.
[quote:3ynltoik]I am a sound designer and not a programmer you see and would very much be grateful for the help[/quote:3ynltoik]
The sound manager class you have found is obsolete and lacks the features required for using the event system. You’re going to need the assistance of a programmer to get a working event system integration with ogre.
I’m not exactly sure how you can be working on a project using Ogre without any programmers. If all you need is a way to audition your events in a 3D world, we have the FMOD Sandbox tool which is a 3D world which can use all of the features of the event system.
Hope this is helpful,
Thanks very much for your replies Peter. I have been utilizing the Sandbox tool and found it to be very useful. Its a very fast an effective way to get results!
On the actual integration of the sound into my OGRE project, this has had to come to a hault.
Thanks for your words of advice anyhow.
- therealwoge answered 9 years ago
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