0 votes
3k views
Hi, This is a iOS only issue, the same code works fine on Mac OS X. Expected result: mp3 plays. Current result: FMOD 5 failed to play the mp3 s...
  • LJH asked 3 years ago
  • last active 3 years ago
0 votes
3k views
Hi, Is there a way to make Studio::Bank::loadSampleData() decompress the data into memory at load time? (to avoid the performance hit at play time)...
  • auday asked 4 years ago
  • last active 4 years ago
0 votes
3k views
I ecountered a problem, can i change the audioCategory in real time? because i found that when I trigger System::recordStart function, then my game...
  • huzhiyong asked 3 years ago
  • last active 3 years ago
0 votes
335 views
it can support to play .caf music?
  • vicczhang asked 7 months ago
  • last active 7 months ago
0 votes
2k views
Hi, We are getting a frequent crash on ios on the fmod update thread. Here is the callstack. Is this something you are aware of? Crashed: FMOD Stud...
0 votes
3k views
All of the files I am using are wav files that I am importing into FMOD Studio. Should they be mp3 to save on memory? Our main target for the gam...
  • Mac Lotze asked 4 years ago
  • last active 4 years ago
0 votes
2k views
I’m getting delays playing simple event instances, on both win32 and iOS. I thought I had all the basics down: Studio vs. 1.07.05 code: #def...
0 votes
3k views
Hi guys, my goal here is to pause the game’s music when the player activates the pause screen and continue the music when the player resumes ...
0 votes
3k views
Hi, I found a bug in plugin for UE4 on iOS platform. After few minutes (it’s random time) of playing on iOS, sound is suddenly muted. Restart...
0 votes
3k views
I used fmod studio in cocos2dx, applicationDidEnterBackground() call setPaused(true); applicationWillEnterForeground() call setPaused(false) some...
  • wusuiyong asked 2 years ago
  • last active 2 years ago
1 vote
1k 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 ...
0 votes
2k views
I am currently setting up a stream using the iOS low level API as such: fmodSystem->createStream(path, FMOD_LOOP_NORMAL, 0, &bgm); followed...
  • Anton asked 2 years ago
  • last active 2 years ago
0 votes
2k views
The product that I’m working on has a very rich set of data that can be accessed internally or externally through strongly formed names. For ...
0 votes
3k views
hi folks i’m currently using FMOD on an iOS project and i want to use a callback to determine if the event playing reaches a certain marker. ...
1 vote
4k views
I posted this as a comment to another question, but it deserves its own. After upgrading to Unity 5.2.2 with FMOD integration 1.06.10 already added...
0 votes
4k views
I am using FMOD Studio and FMOD Studio Integration 1.06.10, with Unity 5.2. I am finding on iOS that there is some lag. It’s not terrible, bu...
0 votes
2k views
FMOD is logging 29 lines of debug info for every single sound that is being called. How can I stop this? I take it that the “L” librari...
0 votes
2k views
Someone released a plug-in for Ableton Link and Unity here: https://github.com/comoc/UnityAbletonLink “Ableton Link is a new technology that synchr...
  • Laurent asked 2 years ago
  • last active 2 years ago
0 votes
4k views
Hi. I’m implementing MixerStrips to allow me to control different audio groups (eg: music/gameplay/ambient) and for the most part it’s ...
  • Beric Holt asked 4 years ago
  • last active 4 years ago
0 votes
331 views
hello, for ios when i use this code, is always error. the code is: system->setOutput(FMOD_OUTPUTTYPE_WAVWRITER_NRT); result = system->init(3...
  • vicczhang asked 6 months ago
  • last active 6 months ago
Showing 1 - 20 of 83 results