Re: [Audyssey] FMOD was Draconis Entertainment News

2009-06-11 Thread James Dietz
If you check down the sales page (below the other licenses and some
extra info) you'll find a license for shareware/hobbiest developers.
It's $100 per title. No source code is provided, but it's definitely
worth it. I think most if not all accessible developers could apply
for this.

On 6/10/09, Thomas Ward thomasward1...@gmail.com wrote:
 Hi James,
 Yeah, I know FMOD has some advanced features. As I said up thread I've
 played with the FMOD library some in C-Sharp and C++ and I like the API,
 and it has a lot going for it. The only deal breaker for me is cost.
 As for if FMOD is off topic I'd say it is boarderline. It is a game
 technology so in that sense it is game related, but since this is more
 in the development relm it is likely more appropriate on a list such as
 my game developers list. Although, at the moment I am allowing it here
 as this is something new and old game developers should at least be made
 aware of. Like Josh said earlier on list while it costs for commercial
 development it is free for non-commercial games. So as long as a
 developer is willing to give a game away for free there is no cost. I
 could, for example, use it in STFC since that game is a freeby.


 James Dietz wrote:
 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).

 James



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Re: [Audyssey] FMOD was Draconis Entertainment News

2009-06-11 Thread Thomas Ward

Hi James,
Yes, I know about the shareware license for FMOD, but there is much more 
to it than just dropping down $100.00 for a shareware license. If you 
look at the terms more closely you would see why I can't use a shareware 
license for my games.
First, according to the license my products can cost no more than 
$10.00  to qualify for shareware licence status. Since all of my 
commercial games, MOTA and Raceway, are being sold at $35.00 they 
wouldn't qualify. So in order to meet the terms of the shareware license 
I have to cut my prices by a third, and then I need to sell ten copies 
just to cover the license. That doesn't even count how much money I have 
shelled out of my pocket for music, sounds, and time I have spent on 
developing these games. In short I can't sell my games for $10.00, and 
make a dime off of them. There is a reason my games are priced around 
$30 to $35, and it is a combonation of time and money spent creating them.
Second, as you probably already know I have been developing a game 
engine, called Genesis 3D, for some time. Eventually, i hope to sell it 
to third-party game developers as well as use it to build my  future 
game titles. The problem is in order to license FMOD for Genesis 3D it 
requires a more expensive license than the shareware licence. The 
shareware license is only for single one man operations, and isn't to be 
used by a game engine shared among several third-party developers. So 
FMOD becomes a lot more expensive than $100.00 per title in this case.
What Josh said yesterday is true. FMOD is very expensive for a small 
game company like Draconis or USA Games, because a $100.00 shareware 
license doesn't quite cover all of the necessities of running a game 
company. If a game company like USA Games or Draconis is restricted to 
sell games for $10.00 then there isn't going to be enough money there 
for sounds, music, and to pay the developers for countless hours of hard 
work. Since Draconis and USA Games are developing high quality game 
engines that only further complicates the issue, because under the 
license terms of the sshareware license it is to be used by one 
developer and not by a group of developers. I hope this clears up why 
both Josh and I have not invested in FMOD for commercial development.

HTH



James Dietz wrote:

If you check down the sales page (below the other licenses and some
extra info) you'll find a license for shareware/hobbiest developers.
It's $100 per title. No source code is provided, but it's definitely
worth it. I think most if not all accessible developers could apply
for this.
  



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Re: [Audyssey] FMOD was Draconis Entertainment News

2009-06-11 Thread James Dietz
It does. I had forgotten to mentiont hat it wouldn't work for you as
you want to resell your engine. I didn't read (or remember) that part
of the terms which said no more than $10. That's unfortunate.

James

On 6/11/09, Thomas Ward thomasward1...@gmail.com wrote:
 Hi James,
 Yes, I know about the shareware license for FMOD, but there is much more
 to it than just dropping down $100.00 for a shareware license. If you
 look at the terms more closely you would see why I can't use a shareware
 license for my games.
 First, according to the license my products can cost no more than
 $10.00  to qualify for shareware licence status. Since all of my
 commercial games, MOTA and Raceway, are being sold at $35.00 they
 wouldn't qualify. So in order to meet the terms of the shareware license
 I have to cut my prices by a third, and then I need to sell ten copies
 just to cover the license. That doesn't even count how much money I have
 shelled out of my pocket for music, sounds, and time I have spent on
 developing these games. In short I can't sell my games for $10.00, and
 make a dime off of them. There is a reason my games are priced around
 $30 to $35, and it is a combonation of time and money spent creating them.
 Second, as you probably already know I have been developing a game
 engine, called Genesis 3D, for some time. Eventually, i hope to sell it
 to third-party game developers as well as use it to build my  future
 game titles. The problem is in order to license FMOD for Genesis 3D it
 requires a more expensive license than the shareware licence. The
 shareware license is only for single one man operations, and isn't to be
 used by a game engine shared among several third-party developers. So
 FMOD becomes a lot more expensive than $100.00 per title in this case.
 What Josh said yesterday is true. FMOD is very expensive for a small
 game company like Draconis or USA Games, because a $100.00 shareware
 license doesn't quite cover all of the necessities of running a game
 company. If a game company like USA Games or Draconis is restricted to
 sell games for $10.00 then there isn't going to be enough money there
 for sounds, music, and to pay the developers for countless hours of hard
 work. Since Draconis and USA Games are developing high quality game
 engines that only further complicates the issue, because under the
 license terms of the sshareware license it is to be used by one
 developer and not by a group of developers. I hope this clears up why
 both Josh and I have not invested in FMOD for commercial development.
 HTH



 James Dietz wrote:
 If you check down the sales page (below the other licenses and some
 extra info) you'll find a license for shareware/hobbiest developers.
 It's $100 per title. No source code is provided, but it's definitely
 worth it. I think most if not all accessible developers could apply
 for this.



 ---
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[Audyssey] FMOD was Draconis Entertainment News

2009-06-10 Thread Thomas Ward

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.

Cheers.

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.

JAMES
  



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Re: [Audyssey] FMOD was Draconis Entertainment News

2009-06-10 Thread James Dietz
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).

James

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.
 Cheers.

 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.

 JAMES



 ---
 Gamers mailing list __ Gamers@audyssey.org
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 You can make changes or update your subscription via the web, at
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 All messages are archived and can be searched and read at
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 If you have any questions or concerns regarding the management of the list,
 please send E-mail to gamers-ow...@audyssey.org.


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[Audyssey] FMOD was Draconis Entertainment News

2009-06-10 Thread Thomas Ward

Hi Josh,
You got that right. The cost of FMOD is one reason I haven't done more 
than look at it. It is a great audio API, but the cost for a accessible 
game developer is not worth itconsidering most accessible games aren't 
big sellers, and a certain amount of my sales would have to go into 
maintaining the FMOD distribution licence.



Draconis Entertainment wrote:


Not to burst a bubble or anything, but FMOD is extremely expensive for 
commercial products. None of the professional accessible game 
companies would find the $9000 price tag to license the engine very 
palatable. The engine is free for non-commercial use, so if you're 
just looking to dabble, it might be for you.



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Re: [Audyssey] FMOD was Draconis Entertainment News

2009-06-10 Thread Thomas Ward

Hi James,
Yeah, I know FMOD has some advanced features. As I said up thread I've 
played with the FMOD library some in C-Sharp and C++ and I like the API, 
and it has a lot going for it. The only deal breaker for me is cost.
As for if FMOD is off topic I'd say it is boarderline. It is a game 
technology so in that sense it is game related, but since this is more 
in the development relm it is likely more appropriate on a list such as 
my game developers list. Although, at the moment I am allowing it here 
as this is something new and old game developers should at least be made 
aware of. Like Josh said earlier on list while it costs for commercial 
development it is free for non-commercial games. So as long as a 
developer is willing to give a game away for free there is no cost. I 
could, for example, use it in STFC since that game is a freeby.



James Dietz wrote:

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).

James
  



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