It has advantages over directsound; if you use software stuff and
model your world with polygons you can use the geometry engine,
meaning that objects will muffle/occlude others. Lots of other cool
things you can do, and the fact that it has it's own software 3d
engine means that it sounds the same on all platforms and soundcards
(face it: hardware sound is going away). Feel free to yell at me if
this is considered off-topic. I'm excited about FMOD because I'm
working with a friend on figuring out it's more advanced features
(geometry and reverb engine - multiple reverbs in one room etc). If
the fmod designer was at all accessible it opens up even more
possibilities for controling how things sound (basically an "event" is
one or more sounds which can follow behaviors when triggered or played
- crossfading between multiple loops to more accurately simulate a car
speeding up, or adding looped layers to a 3d sound when the user comes
within a certain distance of it).
On 6/10/09, Thomas Ward <thomasward1...@gmail.com> wrote:
> Hi James,
> FMOD happens to be something I am currently looking at for the cross
> platform Genesis Engine. Although, licensing it could be tricky if I
> ever decided to resell the Genesis Engine to third-party developers as
> their games would increase the number of licenses I need for FMOD. As a
> result I'd have to pass those costs off to the game developers using
> Genesis which would up the cost considerably. Though, I agree it sounds
> awesome, as good as DirectSound, and works on everything just about.
> James Dietz wrote:
>> FMODEX AT FMOD.ORG IS ROBUST AND AWESOME, AND SUPPORTS ALL 3 PLATFORMS
>> AND MORE (GAME CONSOLES, SOLARIS IPHONE ETC). AGAIN GET GOING ON SOME
>> MAC ACTION GUYS; I'M EXCITED.
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