I’ve been searching for a clear answer on this scenario with Android development and FMOD Studio.
My gamedata is greater than 50MB so does not all fit into a single APK. The biggest culprit is audio – we have approximately 150MB of music and sound effects.
If I use an expansion APK, will the Asset Manager (e.g. file://android_asset/sfx.wav) and FMOD pick up the asset from the expansion APK file or must I take a different approach? If I need a different approach, what is best thing to do?
- Jimaroid asked 3 years ago
To be clear about what our asset manager integration does, when you tell FMOD to open "file:///android_asset/sfx.wav" we pass "sfx.wav" to AAssetManager_open. From some quick reading of the expansion APK docs, it doesn’t appear that the Google APIs merge these expansion files into the asset manager system, so FMOD won’t be able to load them.
The docs talk about exporting the expansion file as any format you like, which could include .zip for which they have an API to read. You could override FMOD file callbacks to integrate with this API to get access to the expansion files. Alternatively you could ship (or unpack) the audio files to your externalFilesDir then pass that path to FMOD.
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