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FMod - Again
http://www.miragesource.net/forums/viewtopic.php?f=201&t=3475
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Author:  Lea [ Wed Mar 12, 2008 3:20 am ]
Post subject:  FMod - Again

Hi guys,

Playing with Fmod again, after a while, because someone asked me about it. Said she'd release a tutorial if I helped her... we'll see if it happens XD.

I've been especially playing with the 3D audio features... finally, after some messing around, I've got this:

I call it "Futari no mojipittan to headache" just because I don't know the japanese word for headache XD

It's futari no mojipittan playing in a circle around your head. Those with surround sound will experience it best... listen to it for a few hours and you'll see what I mean - ugh at debugging (and tinkering!)

Here's a download to it:
http://www.mediafire.com/?jnpp10djodm
(too lazy to put it on my webserver XD)

and here's the code, written in Microsoft Visual Studio 2005. I will share the entire project with those who would want to see, but this is the vast majority of it.

Code:

int _tmain(int argc, _TCHAR* argv[])
{
   FMOD_RESULT result;
   FMOD::System *system;

   result = FMOD::System_Create(&system);      // Create the main system object.
   if (result != FMOD_OK)
   {
      //printf("FMOD error! (%d) %s\n", result, FMOD_ErrorString(result));
      return -1;
   }

   result = system->init(100, FMOD_INIT_NORMAL, 0);   // Initialize FMOD.
   if (result != FMOD_OK)
   {
      //printf("FMOD error! (%d) %s\n", result, FMOD_ErrorString(result));
      return -1;
   }

   FMOD::Sound* sound;
   result = system->createSound("mojipittan.mp3", FMOD_3D, 0, &sound);
    if (result != FMOD_OK)
    {
      std::cout << "Error loading file" << std::endl;
      if( result == FMOD_ERR_FILE_NOTFOUND ) std::cout << "File not found" << std::endl;
        return -1;
    }

   FMOD::Channel *channel;
   system->playSound(FMOD_CHANNEL_FREE, sound, false, &channel);


   FMOD_VECTOR listener_pos;
   listener_pos.x = 0;
   listener_pos.y = 0;
   listener_pos.z = 0;

   FMOD_VECTOR listener_vel;
   listener_pos.x = 0;
   listener_pos.y = 0;
   listener_pos.z = 0;

   FMOD_VECTOR listener_forward;
   listener_forward.x = 0;
   listener_forward.y = 0;
   listener_forward.z = 1;

   FMOD_VECTOR listener_up;
   listener_up.x = 0;
   listener_up.y = 1;
   listener_up.z = 0;

   FMOD_VECTOR sound_pos;
   sound_pos.x = 0;
   sound_pos.y = 0;
   sound_pos.z = 0;

   FMOD_VECTOR sound_vel;
   sound_vel.x = 0;
   sound_vel.y = 0;
   sound_vel.z = 0;

      


   channel->set3DDopplerLevel(0); // since im not setting the velocity, this does not give nice results, so it's off :D

   float freq;
   channel->getFrequency(&freq);
   channel->setFrequency( freq * 1);  // multiply to speed up, slow down, or reverse (negative
                              // reverse can only be done in software, it's configured to use hardware now... so no negatives! kkthx

   bool isPlaying;
   float i = 0;

   do {
      sound_pos.z = sin(i) * 1;
      sound_pos.x = cos(i) * 1;
      sound_pos.y = 0;
   
      channel->set3DAttributes(&sound_pos, &sound_vel);
      
      
      
      system->update();   // needed to update 3d engine, once per frame

      // output status:
      if(sound_pos.z > 0)
         if(sound_pos.x > 0) {
            std::cout << "Playing in quadrant 1" << std::endl;
         } else {
            std::cout << "Playing in quadrant 2" << std::endl;
         }

      if(sound_pos.z < 0)
         if(sound_pos.x > 0) {
            std::cout << "Playing in quadrant 4" << std::endl;
         } else {
            std::cout << "Playing in quadrant 3" << std::endl;
         }


      channel->isPlaying(&isPlaying);
      i = i + .0005; // that's a small increment :D  this sets the speed of the rotation.  Smaller number makes it slower.
   } while(isPlaying);

   system->release(); // close FMod

   return 0; // exit
}


Let me know what you think <3

Author:  Robin [ Wed Mar 12, 2008 12:10 pm ]
Post subject:  Re: FMod - Again

Go re-make your VB6 FMod code so that it doesn't crash the IDE when you need to abort the testing of the program and I'll love you.

Author:  Lea [ Wed Mar 12, 2008 12:36 pm ]
Post subject:  Re: FMod - Again

That's impossible because of the way FMod works...

If you don't shut FMod down correctly, it crashes.

Someone else is working on that though.... with a new version of FMod... i tmight be better

Author:  Lea [ Wed Mar 12, 2008 4:16 pm ]
Post subject:  Re: FMod - Again

http://www.mediafire.com/?3wdxggzcdw6

Here's a download of the Linux version - it is untested on linux, but should be compiled and run on the command line like this:

Code:
$  g++ -Wall fmod.cpp -o fmod
$  ./fmod



The source code is included, but slightly different than what I posted above due to the different interface for Fmod.

Author:  William [ Wed Mar 12, 2008 6:40 pm ]
Post subject:  Re: FMod - Again

Dave wrote:
That's impossible because of the way FMod works...

If you don't shut FMod down correctly, it crashes.

Someone else is working on that though.... with a new version of FMod... i tmight be better

I hate that cause I keep loosing source code since its not saved xD I hate FMod, although your thingy was sweet.

Author:  Lea [ Wed Mar 12, 2008 6:45 pm ]
Post subject:  Re: FMod - Again

Im not sure if crashing will be a problem in VB or not... going to try it soon...

Author:  Asrrin29 [ Wed Mar 12, 2008 6:46 pm ]
Post subject:  Re: FMod - Again

I use a custom sound dll. Fmod is so bloated and unwieldy to use, it's really designed for larger engines with 3D graphics anyways.

Author:  Lea [ Wed Mar 12, 2008 6:48 pm ]
Post subject:  Re: FMod - Again

The dll file for fmod is only 319 KB, which is pretty small. My exe, with fmod linked in, is 9KB total.

Given the power... it's a great trade off. Who says MS can't use positional audio =3

Author:  Asrrin29 [ Wed Mar 12, 2008 6:51 pm ]
Post subject:  Re: FMod - Again

really?! last time I tried downloading mod it was a multi megabyte download. maybe I was doing it wrong.

That and I can't for the life of me find a download for the actual dll whenever I go to the site, so I just don't bother.

Author:  William [ Wed Mar 12, 2008 6:56 pm ]
Post subject:  Re: FMod - Again

Dave wrote:
Im not sure if crashing will be a problem in VB or not... going to try it soon...

Oh yeah it crashes, all the time...

Author:  Lea [ Wed Mar 12, 2008 8:04 pm ]
Post subject:  Re: FMod - Again

The FMod EX Programmer API is a larger download that comes with library files for multiple compilers, examples, documentation, includes, modules, etc.
http://www.fmod.org/index.php/download



AS for the crashing, it seems like the latest version doesn't cause problems... at least not in C++ - i'll try it on VB later :P

Author:  William [ Wed Mar 12, 2008 8:06 pm ]
Post subject:  Re: FMod - Again

I would love it if the new one doesn't make vb crash.

Author:  Lea [ Sun Mar 16, 2008 9:20 pm ]
Post subject:  Re: FMod - Again

A Quick "STart FMod and end" program did crash the IDE.

But you know, if you close the program instead of using the "stop" button in VB, it works fine :P

Author:  William [ Sun Mar 16, 2008 10:23 pm ]
Post subject:  Re: FMod - Again

Yeah, but if you encounter a bug. It closes down. And if you didnt save your fucked.

Author:  Lea [ Sun Mar 16, 2008 10:43 pm ]
Post subject:  Re: FMod - Again

You can set VB to automatically save upon starting.

Author:  Robin [ Mon Mar 17, 2008 3:23 pm ]
Post subject:  Re: FMod - Again

Yes, but then if you modify something as a test, or if some programming goes wrong it's always nice to be able to just close & re-open the project.

Ah well, you can't have everything :P

I find fmod is very... temperamental on some computers as well. I just use DirectX. Fast, simple and it works.

I've had it playing since I got home and it's just elevating my existing good mood :D

Author:  wanai [ Wed Dec 08, 2021 12:51 pm ]
Post subject:  Re: FMod - Again

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Author:  wanai [ Tue Feb 08, 2022 9:01 pm ]
Post subject:  Re: FMod - Again

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Author:  wanai [ Fri Mar 11, 2022 8:59 am ]
Post subject:  Re: FMod - Again

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Author:  wanai [ Thu Jun 02, 2022 4:00 am ]
Post subject:  Re: FMod - Again

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Author:  wanai [ Fri Sep 09, 2022 2:34 pm ]
Post subject:  Re: FMod - Again

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Author:  wanai [ Thu Oct 13, 2022 7:37 am ]
Post subject:  Re: FMod - Again

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Author:  wanai [ Thu Nov 03, 2022 5:13 am ]
Post subject:  Re: FMod - Again

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