0 votes
63 views
We’re using setPaused to pause FMOD audio when the app goes to the background. Currently this leads to the audio stopping dead with no fade o...
  • Alec Brady asked 2 weeks ago
  • last active 2 weeks ago
0 votes
56 views
So, I got Oculus branch of 4.16.2 because Epic’s seems to have bunch of issues with Gear VR deployment. Built FMOD from Github for it –...
  • Alex Zubov asked 3 weeks ago
  • last active 2 weeks ago
0 votes
104 views
hi, i was use the fmod 4.44.61 to play my music in my app.it works fine in iOS. but I found some times the music is very lag in android .I test sev...
  • jinjiajie asked 4 weeks ago
  • last active 4 weeks ago
0 votes
71 views
Hi, I started to learn FMOD yesterday, so I’m totally a Newbie. I want to use FMOD to improve my Unity game’s audio effect. FMOD seems ...
  • YANG YL asked 4 weeks ago
  • last active 4 weeks ago
0 votes
72 views
I’m developing an android music player using FMOD Studio API. I already know about old android’s sleep mode, and the solution for it is...
1 vote
110 views
We’ve been having an issue where the master output audio is much quieter when running on iOS devices versus Android. It is of a magnitude of ...
  • Alec Brady asked 1 month ago
  • last active 1 month ago
0 votes
0 answers
92 views
Bug report. UE4 fails to build a Android (Gear VR) project with FMOD when Blueprint nativization turned on. It seems like FMOD’s issue as pro...
1 vote
436 views
Do you happen to have an ETA for FMOD for UE 4.16 (it was released today) ?
  • Alex Zubov asked 2 months ago
  • last active 2 months ago
0 votes
185 views
hi,I have done the change of source voice, but I can’t find the suitable method in your SDK to save the voice after changed. My code is : sy...
  • Xingsheng asked 2 months ago
  • last active 2 months ago
0 votes
211 views
Would it be possible to build FMOD 1.09.04 and UE 4.16pre3 (Oculus branch) same way I built FMOD 1.09.04 and UE 4.15.2 (Oculus branch) not too long...
  • Alex Zubov asked 2 months ago
  • last active 2 months ago
0 votes
199 views
I’m using the pseudo 5.1 technique as described the fmod documentation where I have added two silent channels to the AmbiX file, and added th...
  • M asked 2 months ago
  • last active 2 months ago
0 votes
173 views
Here is my predicament – stock UE 4.15.2 has bug with Oculus Online Subsystem, where I can’t build release for distribution. However, t...
  • Alex Zubov asked 2 months ago
  • last active 2 months ago
0 votes
218 views
I’m transitioning an existing project to use the new Google VR spatialisation plugin. Prior to now, we’ve ducked gameplay sounds and mu...
  • Tim Knauf asked 2 months ago
  • last active 2 months ago
0 votes
278 views
In android, you must set the ‘system – > setOutput (FMOD_OUTPUTTYPE_OPENSL)’To the recording,But I need to save this recording...
  • 薇安儿 asked 3 months ago
  • last active 3 months ago
0 votes
261 views
Hello, I am attempting to build a project for GearVR that uses FMOD’s low-level API. The plugin is placed in my Game folder and not in the En...
0 votes
199 views
I found the following from the starter guide here. “It is also highly recommended that you initialize the FMOD Java component, this will allo...
0 votes
365 views
JAVA static { System.loadLibrary("native-lib"); System.loadLibrary("fmod"); System.loadLibrary("fmodL"); } @Overrid...
  • allen asked 3 months ago
  • last active 3 months ago
0 votes
207 views
I tested FMOD Studio’s low level API on my PC and worked fine, so this time I’m trying to test the API on my Android phone. I downloade...
0 votes
251 views
Hi, Guys. Sorry for my poor English. I come across a problem. I have an app that attempting to record sounds through microphone.but I found that it...
  • boluns asked 3 months ago
  • last active 3 months ago
0 votes
335 views
include <jni.h> include include “fmodlinux.h” include “fmod.hpp” include <stdlib.h> include “common.h...
  • allen asked 3 months ago
  • last active 3 months ago
Showing 1 - 20 of 125 results