I’m developing a game audio component in C++ (GNU GCC compiled) on PC. This component will play music samples (which are usually 5-15 secs long) one after the other sequentially against a common timeline. There can also be several such samples being played at any one time (all synchronized to the same timeline).
Now from what I’ve read I’m sure that FMOD can handle all of this. My question is related to crossplatform compatibility. I am currently writing this program on PC but would like to also port it to Xbox and PS3 in the near future. My questions are:
Can I write code for the program described above using FMOD so that porting my program from PC to Xbox and PS3 would not involve re-writing my code? I.e. all I would need to do with be to change the FMOD library files according to the platform while keeping my code intact over all platforms and recompile.
I realize that in FMOD I can load my music files in various ways: as samples, compressed samples or streams. Which one would work best for me given my scenario. The key constraints are efficiency, quality and crossplatform compatability.
This is not an FMOD question but I will ask anyway. Can anyone point me in the right direction for info about compliling my C++ code for Xbox and PS3? Are there any free simulators or SDKs that would allow me to do this on my PC?
Sorry for the long post!
- vellamatic asked 7 years ago
Our API documentation shows both the C++ and C intefaces. The C is extremely similar to the C++:
There are examples in the installation directory which shows how to use ChannelGroups.
[quote="peter":blboudeh]1. Yes, The FMOD API is completely cross platform. Your code should be completely compatible with all platforms with very little modification if any.
- Any of those loading methods can work with seamless stitching, you’ll need to weigh up the benfits/drawbacks relating to memory and CPU of each.[/quote:blboudeh]
And I guess this holds for iPhone and iPad as well?
Yes, The FMOD API is completely cross platform. Your code should be completely compatible with all platforms with very little modification if any.
Any of those loading methods can work with seamless stitching, you’ll need to weigh up the benfits/drawbacks relating to memory and CPU of each.
No, as far as I am aware all the console APIs are entirely closed and any such ‘free simulator’ would be in direct violation of NDA agreements for those platforms. Only registered developers are allowed access to the console development resources.
Thank you for your reply. That was very helpful. I have two other questions:
I read somewhere that if you’re compiling your code with gcc (on MinGW) you shouldn’t use the C++ interface. Is this true? And if so where can I find documentation for the C library?
Is there any other documentation apart from that which comes with the installation of FMOD Ex? Some tutorials about how to use channel groups (for example) would be useful.
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