Oh god, what have you been feeding fmod with? It’s grown extremely. My whole game engine, including compression engine, sprite engine, physics and stuff is a mere 64k, while fmod is over 250k!!!
A xm + wav version would be warmly welcome
Thanks! Yeah, i was guessing that it might be the sample format, but i didn’t get an error about that, it was about channel allocating. BETA!
Here’s the code (guessing it should be okay; yes, i’m reassigning over dnum just for testing):
signed char *driver;
int drivers, dnum;
error = (bool) FSOUND_Init( SND_FREQ, SND_MAXCHANNELS, 0 );
if ( error == true )
drivers = FSOUND_GetNumDrivers();
dnum = FSOUND_GetDriver();
driver = FSOUND_GetDriverName( dnum );
dnum = FSOUND_GetNumHardwareChannels();
snd_destroy = (FSOUND_SAMPLE *) fsys.LoadData( “destroy” );
dnum = FSOUND_PlaySound( 0, snd_destroy );
dnum = FSOUND_GetError();
Is there a possiblity to get a special version of the DLLs which only has .xm and .wav playback?
It’s a bit too big with all the stuff in the dll and paying that much for the .lib version is not an option for me yet. (Not enough money for it.)
I think and xm + wav only version would be popular with others as well and I imagine that it would be a part of this size.
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