Fmod studio

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Windows: FMOD Studio API Windows/ MacOS: FMOD Studio API macOS/ Linux: FMOD Studio API Linux/ Android: FMOD Studio API Android/ iOS: FMOD Studio API iOS/ GDK: FMOD Studio API Game Core/ Switch: FMOD Studio API Switch/ Playstation 4: FMOD Studio API PS4/ Playstation 5: FMOD Studio API PS5/ Where on the website can I find FMOD Studio API download? Where on the website can I find FMOD Studio API download? Products. FMOD Studio; FMOD Core; FMOD.io; Games; Learn; Forums; Blog; Download; FMOD Forums FMOD Studio API download. FMOD Engine. Kwyrky Janu, 9:40am 1.

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Installing Fmod studio on windows-64 - FMOD Studio - FMOD

December 18, 2024, 2:58am 1 I’m compiling the FMOD GDextension plugin for Godot for web. While this plugin compiles fine for all other platforms, it fails when building for web.wasm-ld: error: ../fmod/api/studio/lib/upstream/w32/fmodstudioL_bindings.a(fmod_os_js_api.o): relocation R_WASM_MEMORY_ADDR_SLEB cannot be used against symbol `JSFMOD::gSystemMap`; recompile with -fPICwasm-ld: error: ../fmod/api/studio/lib/upstream/w32/fmodstudioL_bindings.a(fmod_os_js_api.o): relocation R_WASM_MEMORY_ADDR_SLEB cannot be used against symbol `JSFMOD::gSystemMap`; recompile with -fPICwasm-ld: error: ../fmod/api/studio/lib/upstream/w32/fmodstudioL_bindings.a(fmod_os_js_api.o): relocation R_WASM_MEMORY_ADDR_SLEB cannot be used against symbol `JSFMOD::gSystemMap`; recompile with -fPICwasm-ld: error: ../fmod/api/studio/lib/upstream/w32/fmodstudioL_bindings.a(fmod_os_js_api.o): relocation R_WASM_MEMORY_ADDR_SLEB cannot be used against symbol `.L.str.160`; recompile with -fPICwasm-ld: error: ../fmod/api/studio/lib/upstream/w32/fmodstudioL_bindings.a(fmod_os_js_api.o): relocation R_WASM_MEMORY_ADDR_SLEB cannot be used against symbol `.L.str.160`; recompile with -fPICwasm-ld: error: ../fmod/api/studio/lib/upstream/w32/fmodstudioL_bindings.a(fmod_os_js_api.o): relocation R_WASM_MEMORY_ADDR_SLEB cannot be used against symbol `.L.str.161`; recompile with -fPICwasm-ld: error: ../fmod/api/studio/lib/upstream/w32/fmodstudioL_bindings.a(fmod_os_js_api.o): relocation R_WASM_MEMORY_ADDR_SLEB cannot be used against symbol `.L.str.161`; recompile with -fPICwasm-ld: error: ../fmod/api/studio/lib/upstream/w32/fmodstudioL_bindings.a(fmod_os_js_api.o): relocation R_WASM_MEMORY_ADDR_SLEB cannot be used against symbol `.L.str.161`; recompile with -fPICwasm-ld: error: ../fmod/api/studio/lib/upstream/w32/fmodstudioL_bindings.a(fmod_os_js_api.o): relocation R_WASM_MEMORY_ADDR_SLEB cannot be used against symbol `.L.str.161`; recompile with -fPICwasm-ld: error: ../fmod/api/studio/lib/upstream/w32/fmodstudioL_bindings.a(fmod_os_js_api.o): relocation R_WASM_MEMORY_ADDR_SLEB cannot be used against symbol `JSFMOD::gSoundMap`; recompile with -fPICwasm-ld: error: ../fmod/api/studio/lib/upstream/w32/fmodstudioL_bindings.a(fmod_os_js_api.o): relocation R_WASM_MEMORY_ADDR_SLEB cannot be used against symbol `JSFMOD::gSoundMap`; recompile with -fPICwasm-ld: error: ../fmod/api/studio/lib/upstream/w32/fmodstudioL_bindings.a(fmod_os_js_api.o): relocation R_WASM_MEMORY_ADDR_SLEB cannot be used against symbol `JSFMOD::gSoundMap`; recompile with -fPICwasm-ld: error: ../fmod/api/studio/lib/upstream/w32/fmodstudioL_bindings.a(fmod_os_js_api.o): relocation R_WASM_MEMORY_ADDR_SLEB cannot be used against symbol `.L.str.160`; recompile with -fPICwasm-ld: error: ../fmod/api/studio/lib/upstream/w32/fmodstudioL_bindings.a(fmod_os_js_api.o): relocation R_WASM_MEMORY_ADDR_SLEB cannot be used against symbol `.L.str.160`; recompile with -fPICwasm-ld: error: ../fmod/api/studio/lib/upstream/w32/fmodstudioL_bindings.a(fmod_os_js_api.o): relocation R_WASM_MEMORY_ADDR_SLEB cannot be used against symbol `.L.str.161`; recompile with -fPICwasm-ld: error: ../fmod/api/studio/lib/upstream/w32/fmodstudioL_bindings.a(fmod_os_js_api.o): relocation R_WASM_MEMORY_ADDR_SLEB cannot be used against symbol `.L.str.161`; recompile with -fPICwasm-ld: error: ../fmod/api/studio/lib/upstream/w32/fmodstudioL_bindings.a(fmod_os_js_api.o): relocation R_WASM_MEMORY_ADDR_SLEB cannot be used against symbol `JSFMOD::gChannelMap`; recompile with -fPICwasm-ld: error: ../fmod/api/studio/lib/upstream/w32/fmodstudioL_bindings.a(fmod_os_js_api.o): relocation R_WASM_MEMORY_ADDR_SLEB cannot be used against symbol `JSFMOD::gChannelMap`; recompile with -fPICwasm-ld: error: ../fmod/api/studio/lib/upstream/w32/fmodstudioL_bindings.a(fmod_os_js_api.o): relocation R_WASM_MEMORY_ADDR_SLEB cannot be used against symbol `JSFMOD::gChannelMap`; recompile with -fPICwasm-ld: error: ../fmod/api/studio/lib/upstream/w32/fmodstudioL_bindings.a(fmod_os_js_api.o): relocation R_WASM_MEMORY_ADDR_SLEB cannot be used against symbol `.L.str.160`; recompile with -fPICwasm-ld: error: too many errors emitted, stopping now (use -error-limit=0 to see all errors)em++: error: 'D:/Users/pmdevita/Downloads/fmod-gdextension/emsdk/upstream/bin\wasm-ld.exe -o demo\addons\fmod\libs\web\libGodotFmod.web.template_debug.wasm32.wasm --whole-archive -s ../fmod/api/studio/lib/upstream/w32/fmodstudioL_bindings.a src\fmod_cache.o src\fmod_server.o src\fmod_string_names.o src\register_types.o src\callback\event_callbacks.o src\callback\file_callbacks.o src\core\fmod_file.o src\core\fmod_sound.o src\data\performance_data.o src\tools\fmod_editor_export_plugin.o src\tools\fmod_editor_plugin.o src\nodes\fmod_bank_loader.o src\nodes\fmod_event_emitter_2d.o src\nodes\fmod_event_emitter_3d.o src\nodes\fmod_listener_2d.o src\nodes\fmod_listener_3d.o src\resources\fmod_dsp_settings.o src\resources\fmod_settings.o src\resources\fmod_software_format_settings.o src\resources\fmod_sound_3d_settings.o src\studio\fmod_bank.o src\studio\fmod_bus.o src\studio\fmod_event.o src\studio\fmod_event_description.o src\studio\fmod_parameter_description.o src\studio\fmod_vca.o -LD:\Users\pmdevita\Downloads\fmod-gdextension\fmod\api\studio\lib\upstream\w32 -LD:\Users\pmdevita\Downloads\fmod-gdextension\emsdk\upstream\emscripten\cache\sysroot\lib\wasm32-emscripten\pic godot-cpp\bin\libgodot-cpp.web.template_debug.wasm32.nothreads.a --no-whole-archive --keep-section=target_features -mllvm -combiner-global-alias-analysis=false -mllvm -wasm-enable-sjlj -mllvm -disable-lsr -mllvm -exception-model=wasm --import-memory

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Audio modding in FMOD Studio - FMOD Studio - FMOD Forums

Skip to content Navigation Menu GitHub Copilot Write better code with AI Security Find and fix vulnerabilities Actions Automate any workflow Codespaces Instant dev environments Issues Plan and track work Code Review Manage code changes Discussions Collaborate outside of code Code Search Find more, search less Explore Learning Pathways Events & Webinars Ebooks & Whitepapers Customer Stories Partners Executive Insights GitHub Sponsors Fund open source developers The ReadME Project GitHub community articles Enterprise platform AI-powered developer platform Pricing Provide feedback Saved searches Use saved searches to filter your results more quickly ;ref_cta:Sign up;ref_loc:header logged out"}"> Sign up Developers of FMOD Studio Overview Repositories Packages People Pinned Loading FMOD Studio integration with Unity. C# 189 40 FMOD Studio integration with Unreal. C++ 217 86 Repositories --> Type Select type All Public Sources Forks Archived Mirrors Templates Language Select language All C# C++ Sort Select order Last updated Name Stars Showing 4 of 4 repositories fmod/fmod-for-unity’s past year of commit activity C# 189 MIT 40 3 0 Updated Feb 11, 2025 fmod/fmod-for-unreal’s past year of commit activity C++ 217 MIT 86 1 6 Updated Feb 11, 2025 unity-html5-demo Public Demonstration of the correct way to load banks for HTML5 within Unity using the FMOD For Unity integration. fmod/unity-html5-demo’s past year of commit activity C# 11 MIT 2 0 0 Updated Oct 24, 2024 unity-feature-demo Public Demonstration of FMOD Studio features within Unity using the FMOD For Unity integration. fmod/unity-feature-demo’s past year of commit activity C# 5 MIT 4 0 0 Updated Oct 24, 2024 People This organization has no public members. You must be a member to see who’s a part of this organization. Most used topics Loading…

Trim Audio in Fmod Studio? - FMOD Studio - FMOD Forums

As players move forward by completing different kinds of gaming levels.Founded In 2021Developed ByIEC GLOBAL PTY LTDAvailable OnAndroid & iOSApp Ratings4.7App Downloads 100M+HeadquartersVictoria, Australia5. Flow FreeA simple and relaxing brain puzzle game where players must match colors using pipes without overlapping or crossing each other.The players can go through 2500+ levels in free play mode or use time trial mode to complete the level in a given time. The players can select from 10 different board sizes and track levels that must be completed in a free-play mode.The game also comes with in-app purchases with a colorful UI and smooth navigation.Founded In 2012Developed ByBig Duck Games LLCAvailable OnAndroid & iOSApp Ratings4.8App Downloads 100M+HeadquartersFlorida, United StatesTech Stack For Puzzle Game Development The choice of a tech stack depends on various aspects of game design, programming, and technology. Moreover, the platform(s) you’re targeting, your team’s expertise, and the specific requirements of your game are other important factors that determine the selection of tech stack for your game. However, the common tech stack for puzzle game development is as follows:1. Game EngineChoose a game engine that suits your needs. Some popular options include:Unreal Engine: Known for its stunning visuals, more suitable for larger teams and complex projects.Unity: Provides a wide range of tools and assets for 2D and 3D game developmentGodot: An open-source option for 2D and simpler 3D games.Construct A beginner-friendly visual game development platform for creating 2D games.2. Programming LanguagesC#: Used with Unity.C++: Used with Unreal Engine.GDScript: Used with Godot.JavaScript: Used with Construct and for web-based games.3. Graphics2D Graphics: Tools like Adobe Photoshop, Aseprite, or Procreate for creating sprites, backgrounds, and UI elements.3D Graphics: Software like Blender, Maya, or 3ds Max for creating 3D models, environments, and animations.4. UI/UX DesignAdobe XD, Figma, or Sketch: For designing user interfaces and user experience flow.5. Version ControlGit: Essential for collaboration and tracking changes in your game’s source code and assets.6. Sound and MusicAudacity: For editing sound effects.FL Studio, Ableton Live, or Logic Pro: For composing music.Wwise or FMOD: For implementing sound effects and music in the game.7. Physics EngineUnity and Unreal: For accessing built-in. Windows: FMOD Studio API Windows/ MacOS: FMOD Studio API macOS/ Linux: FMOD Studio API Linux/ Android: FMOD Studio API Android/ iOS: FMOD Studio API iOS/ GDK: FMOD Studio API Game Core/ Switch: FMOD Studio API Switch/ Playstation 4: FMOD Studio API PS4/ Playstation 5: FMOD Studio API PS5/

GitHub - fmod/fmod-for-unity: FMOD Studio

Hey there!I’m currently trying to test out the FMOD 2.0 integration in a blank Unity 2018.3.11f1 Switch project but am getting the following error:Plugin ‘libfmodstudio.so’ is used from several locations:Assets/Plugins/FMOD/lib/android/armeabi-v7a/libfmodstudio.so would be copied to /libfmodstudio.soAssets/Plugins/FMOD/lib/android/x86/libfmodstudio.so would be copied to /libfmodstudio.soPlugin ‘libfmod.so’ is used from several locations:Assets/Plugins/FMOD/lib/android/armeabi-v7a/libfmod.so would be copied to /libfmod.soAssets/Plugins/FMOD/lib/android/x86/libfmod.so would be copied to /libfmod.soPlease fix plugin settings and try again.Deleting the armeabi-v7a plugin folder allows me to make a successful build, but leads to the following issue when playing any FMOD event in the build:SystemNotInitializedException: [FMOD] Initialization failed : FMOD.Debug.Initialize : ERR_UNSUPPORTED : A command issued was not supported by this object. Possibly a plugin without certain callbacks specified. This issue was caused by a conflict in meta files and has been fixed for the next release.Are you able to provide more information on this error? Awesome, thanks for the info!Once I successfully get a Switch build to compile and deploy, the InitializedException error floods the EDEV kit debug log at runtime and none of the FMOD sounds play. I’ve tried making both a fresh Unity 2018.3.11 project (plus Switch plugins) and a fresh FMOD studio 2.0 project but neither seem to resolve the issue.I’m not sure if this might have something to do with how I’ve gotten around the first issue I mentioned? I’ve tried both deleting the whole unity Android plugin folder and just unchecking the Switch platform option for the conflicting plugins. I’ve also tried making both multiplatform and individual Switch builds from Studio with no luck.I haven’t gotten to try checking with Unity 2019.1 since I’d have to create a whole new SDK configuration, but I’m wondering if that might be a factor? It looks like this may be caused by the Integration linking to the non-logging (release) lib and the RuntimeManager calling Debug_Initialize in a development build.We currently use statically linked libs for Switch, so we cannot automatically change the libs used for it, this has to be done manually in the Unity editor. I will also get this step added to the docs as it doesn’t appear to be mentioned in there.

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--strip-debug --export-dynamic --export=__wasm_call_ctors --export-if-defined=__start_em_asm --export-if-defined=__stop_em_asm --export-if-defined=__start_em_lib_deps --export-if-defined=__stop_em_lib_deps --export-if-defined=__start_em_js --export-if-defined=__stop_em_js --export-if-defined=main --export-if-defined=__main_argc_argv --export-if-defined=__wasm_apply_data_relocs --export-if-defined=fflush --experimental-pic --unresolved-symbols=import-dynamic --no-shlib-sigcheck -shared --stack-first' failed (returned 1)scons: *** [demo\addons\fmod\libs\web\libGodotFmod.web.template_debug.wasm32.wasm] Error 1scons: building terminated because of errors.I’ve also attempted to build against the bitcode distribution. This does compile, but when I boot Godot in the browser with it, I get this error in the console. Not sure where I read it as well, but it seemed like bitcode was going to get phased out at some point, so I’d prefer to not use it if that’s the case.Uncaught (in promise) LinkError: imported function 'env.__atomic_store_8' signature mismatch I’m using FMOD Engine 2.02.26, compiling with Emscripten 3.1.74 against Godot 4.3.There have been some previous threads touching the same topic. This one Issues with compiling for HTML5 using emscripten is fairly old now though, and as far as I understand, dynamic linking is not experimental in Emscripten anymore.There is also this thread Emscripten link errors - #4 by rwkay which looks to be doing the exact same thing but for GameMaker. I’m not sure I understand this problem with the licensing, it’s not like I have to get a special build of Unity or Unreal statically built with FMOD so I can use it on the web (the distribution of that would be definitely be against the EULA).If possible, I would like to explore two solutions. The first would be the original request from the GameMaker thread - would it be possible to get a w32 build of FMOD compiled with -fPIC?If that is not permissible, would it instead be possible to get a build of FMOD compiled as a wasm dynamic library? This could then be dynamically linked against like we do for the other platforms, and avoid any EULA-related concerns of static compilation. I’ll note that while yes, there are wasm builds of FMOD included in the SDK, they are compiled for use directly with Javascript and trying to build against them results in this error:wasm-ld: error: ../fmod/api/studio/lib/upstream/wasm/fmodstudioL.wasm: not a relocatable wasm fileI’ll add some info if anyone wants to look at my work. My branch is here

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Free Dj SoftwareKramixer Dj Software DownloadThe free download presented here is called KraMixer. If you’re looking for a dedicated DJ program to throw a party you might be interested in this one. It has a variety of interesting features, including support for WAV, MP3 and OGG audio file formats, automatic as well as manual beats per minute (BMP) counters and automatic BMP matching, cue point saving and starting the track from there, sync functionality, manual looping with multiple loop points per channel, ID3 tag compatibility, keyboard shortcuts, eight sound effects How to uninstall mixxx. such as flange, echo, compressor and reverb, among others.KraMixer DJ Software is a product developed by Kramware.This site is not directly affiliated with Kramware.All trademarks, registered trademarks, product names and company names or logos mentioned herein are the property of their respective owners. DJ software are those kinds of software through which users or music lovers can mix tracks and convert them into DJ tracks or music. This software can be great for professional DJ or learners who wish to club together different party songs and create their own resultant music. Kramixer dj software, free download - DSS DJ, OtsAV DJ, Cross DJ Free, and many more programs. Zulu DJ Software is a music mixer station with two decks that offers you the possibility to transform sounds and apply several effects to the melodies. It features a playlist in he lower part of the interface where you have to drag and drop the songs you want to use in each deck. KraMixer DJ Software uses the latest technology to produce the best possible DJing experience. FMOD is the sound engine used by KraMixer and is also used by Playstation 2 and XBox game authors. It is proven to be one of the fastest sound engines available today.Furthermore, KraMixer will enable you to record your mix in real time to the MP3 format and it uses the FMOD sound engine. Moreover, it also incorporates DirectX 8.1 at the time of writing, but that is not mandatory. downloads: Mixing, copying and video integration options are available. Recording audio

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GitHub - pmdevita/fmod-gdextension at web-support and you can view the diff with the master branch here Comparing utopia-rise:master...pmdevita:web-support · utopia-rise/fmod-gdextension · GitHub I’m compiling without thread support since FMOD doesn’t support it. Scons command looks something like thisscons target=template_debug platform=web fmod_lib_dir=path/to/fmod/html threads=no verbose=yes rwkay December 18, 2024, 9:23am 2 We found other issues with this as fmod uses Emscripten features to embed JavaScript calls and callbacks…Unfortunately at the time we were testing it Emscripten did not support this within a dynamic library, this meant we had to abandon the approach that we had. We have put the FMOD support for WASM on hold just now - but I do think there is scope to add it in the future but it would involve glueing it in at a Javascript level rather than using dynamic linking at the Emscripten level.If you can get it working with dynamic linking and Emscripten then let us know as it would be by far the easiest method to support it.Russell jeff_fmod December 20, 2024, 5:15am 3 Thank you for the suggestions, I have floated both of these options to the Dev team for consideration.The problem as I understand it (I’m a dev, not legal) would be this part of what you are trying to do:-o demo\addons\fmod\libs\web\libGodotFmod.web.template_debug.wasm32.wasmWhich is to say you aren’t generating an end-user application, you are generating a library for use in an end-user application, which I think would violate our EULA.In any case, I will chat with the Dev team and see if either of these options are viable. Just checking in, has there been any updates on this? We compiled with PIC in our most recent release 2.02.27, and I’ve been assured there are indeed no EULA issues with what you are trying to do. I can get the FMOD GDExtension branch you posted compiling with it, but I lack the Godot knowledge to see if that results in a working HTML5 build.Can you please give the latest version of FMOD a shot and let me know if you hit any other issues? pmdevita March 8, 2025, 10:30pm 6 I can confirm. Windows: FMOD Studio API Windows/ MacOS: FMOD Studio API macOS/ Linux: FMOD Studio API Linux/ Android: FMOD Studio API Android/ iOS: FMOD Studio API iOS/ GDK: FMOD Studio API Game Core/ Switch: FMOD Studio API Switch/ Playstation 4: FMOD Studio API PS4/ Playstation 5: FMOD Studio API PS5/

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Fmod and Game Maker - FMOD Studio - FMOD Forums

Rotation transforms to spin the text and tilt it. All the computational logic previously in CreateWindowSizeDependentResources has been moved into the Update method. The 3D points are rotated twice: once around the X axis based on elapsed time, and then around the Y axis based on the user sweeping a finger up and down the screen. This Update method is shown in Figure 6.Figure 6 The Update Method of SpinningCircularTextvoid SpinningCircularTextRenderer::Update(DX::StepTimer const& timer){ // Get window size and geometry size Windows::Foundation::Size logicalSize = m_deviceResources->GetLogicalSize(); float geometryWidth = m_geometryBounds.right - m_geometryBounds.left; float geometryHeight = m_geometryBounds.bottom - m_geometryBounds.top; // Calculate a few factors for converting 2D to 3D float radius = logicalSize.Width / 2 - 50; float circumference = 2 * 3.14159f * radius; float scale = circumference / geometryWidth; float height = scale * geometryHeight; // Calculate rotation matrix float rotateAngle = -360 * float(fmod(timer.GetTotalSeconds(), 10)) / 10; Matrix3x2F rotateMatrix = Matrix3x2F::Rotation(rotateAngle); // Calculate tilt matrix Matrix3x2F tiltMatrix = Matrix3x2F::Rotation(m_tiltAngle); for (size_t polygonIndex = 0; polygonIndex GetD2DFactory(), m_dstPolygons, &m_pathGeometry) ); // Update FPS display text uint32 fps = timer.GetFramesPerSecond(); m_text = (fps > 0) ? std::to_wstring(fps) + L" FPS" : L" - FPS";}It’s well-known that composite matrix transforms are equivalent to matrix multiplications, and because matrix multiplications aren’t commutative, neither are composite transforms. Try switching around the application of the tilt and rotate transforms for a different effect (which you might actually prefer).When creating the SpinningCircularText program, I adapted the SampleFpsTextRenderer class created by the Visual Studio template to create the SpinningCircularTextRenderer class, but I left the display of the rendering rate. This allows you to see how bad the performance is. On my Surface Pro, I see a frames per second (FPS) figure of 25 in Debug mode, which indicates the code is not keeping up with the refresh rate

FMOD in Unreal practice - FMOD Studio - FMOD Forums

Inputs for autosizing scaling factors are included so that when modeling an autosized IEC, all the design values can be scaled off of Primary Design Air Flow Rate. User input for Secondary Air Flow Sizing Factor is multiplied by DesMainVolFlowsys as follows: ˙Vsec,design=DesMainVolFlowsys⋅SecAirFlowScalingFactor If the cooler is part of the outdoor air path of a central air system, then the secondary air design flow rate is sized to be the maximum of either the design minimum outdoor air flow rate or one-half of the main design flow rate. ˙Vsec,design=max(DesOutAirVolFlow,0.5⋅DesMainVolFlowsys)⋅SecAirFlowScalingFactor Secondary Fan Design Power[LINK] The Secondary Fan Design Power is outosized from secondary air design flow rate and user input for Secondary Fan Sizing Specific Power in units of W/(m3/s) as follows: Psec,fan,design=˙Vsec,design⋅FanPowerScalingFactor Recirculating Water Design Pump Power[LINK] The Recirculating Water Design Pump Power is sized from secondary air design flow rate and user input for recirculating and spraying Water Pump Power Sizing Factor in units of W/(m3/s) or W-s/m3 and is given by: Ppump,design=˙Vsec,design⋅PumpPowerScalingFactor Where, ˙Vsys,design = primary air design volume flow rate in m3/s ˙Vsec,design = secondary air design volume flow rate in m3/s SecAirFlowScalingFactor = user specified Secondary air flow sizing factor in units of W/(m3/s) for secondary design air flow rate calculation. FanPowerScalingFactor = user specified secondary air fan sizing specific power in units of W/(m3/s) for design fan power calculation. PumpPowerScalingFactor = user specified recirculating and spraying water pump power sizing factor in units of W/(m3/s) for design pump power calculation. Direct Evaporative Cooler Special Research Model[LINK] This section summarizes the model implemented in the component EvaporativeCooler:Direct:ResearchSpecial. This model can use a simple constant effectiveness or a variable effectiveness model that, under part load conditions, can modulate so that the air leaving the cooler just meets a drybulb temperature setpoint. The algorithm used to determine the changes to the system air proceeds in four steps: Calculate the current operation effectiveness using effectiveness modifying curve 2) Calculate full load performance using a part load fraction (PLF) = 1 and Equation . 3) Calculate PLF using Equations , , and . 4) Recalculate cooler performance using the PLF. ϵop=ϵdesign⋅fmod(flowRatio)Tdb,out,sys=Tdb,in,sys−ϵop⋅(Tdb,in,sys−Twb,in,sys)Tdb,out=Tdb,in−ϵ(Tdb,in−Twb,in) where, Tdb,out,sys is the drybub temperature of the air leaving the cooler [ºC], Tdb,in,sys is the drybulb temperature of the air entering the cooler [ºC], Twb,in,sys is the wetbulb temperature of the air entering the cooler [ºC], and ϵdesign is the cooler design effectiveness. ϵop is the cooler current operation effectiveness. fmod is the effectiveness modifier curve as a function of system air flow fraction The wetbulb temperature of air leaving a direct cooler is the same as the wetbulb temperature entering the cooler. The leaving humidity ratio of the air is calculated using psychrometric functions with leaving drybulb and wetbulb temperatures and outdoor air pressure as inputs. The leaving enthalpy of air is calculated using psychrometric functions with leaving drybulb temperature, leaving humidity ratio, and outdoor air pressure as inputs. The direct cooler sometimes has the ability to overcool the air and therefore some form of modulation is. Windows: FMOD Studio API Windows/ MacOS: FMOD Studio API macOS/ Linux: FMOD Studio API Linux/ Android: FMOD Studio API Android/ iOS: FMOD Studio API iOS/ GDK: FMOD Studio API Game Core/ Switch: FMOD Studio API Switch/ Playstation 4: FMOD Studio API PS4/ Playstation 5: FMOD Studio API PS5/ Where on the website can I find FMOD Studio API download? Where on the website can I find FMOD Studio API download? Products. FMOD Studio; FMOD Core; FMOD.io; Games; Learn; Forums; Blog; Download; FMOD Forums FMOD Studio API download. FMOD Engine. Kwyrky Janu, 9:40am 1.

FMOD Upgrade Enhancement - FMOD Studio - FMOD Forums

Model support 5.0 Executable 32-bit 64-bit Notes Windows Middleware Middleware Notes Audio FMOD System requirements Windows Minimum Operating system (OS) 7, 8.1, 10 Processor (CPU) Intel Core 2 Duo 2.4 GHzAMD Athlon Phenom X2 2.8 GHz System memory (RAM) 4 GB Hard disk drive (HDD) Video card (GPU) Nvidia GeForce 450GT AMD Radeon HD 5750 512 MB of VRAM DirectX 11 compatible Controller We recommend using an Xbox 360 Controller or Xbox One Wireless Controller. A 64-bit operating system is required. For laptops, minimum GPU requirements: GeForce GTX 745M, AMD Radeon HD 8650G or Intel 4400.Notes↑ 1.0 1.1 Notes regarding Steam Play (Linux) data:File/folder structure within this directory reflects the path(s) listed for Windows and/or Steam game data.Use Wine's registry editor to access any Windows registry paths.The app ID (1225560) may differ in some cases.Treat backslashes as forward slashes.See the glossary page for details on Windows data paths.References↑ The Anti-Piracy Tech That's Giving Hackers Fits - last accessed on May 2023↑ 2.0 2.1 Verified by User:Waschbär on 2017-10-03↑ Doesnt support feedback vibration in Unravel (PC)? - Answer HQ - last accessed on May 2023↑ PC Gaming Surround Sound Round-up - last accessed on May 2023 of page where ad should appear --> Categories: WindowsOne-time game purchaseSubscription gaming serviceSingleplayerReal-timeThird-personDirect controlPlatformPuzzleFantasyGames

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User9869

December 18, 2024, 2:58am 1 I’m compiling the FMOD GDextension plugin for Godot for web. While this plugin compiles fine for all other platforms, it fails when building for web.wasm-ld: error: ../fmod/api/studio/lib/upstream/w32/fmodstudioL_bindings.a(fmod_os_js_api.o): relocation R_WASM_MEMORY_ADDR_SLEB cannot be used against symbol `JSFMOD::gSystemMap`; recompile with -fPICwasm-ld: error: ../fmod/api/studio/lib/upstream/w32/fmodstudioL_bindings.a(fmod_os_js_api.o): relocation R_WASM_MEMORY_ADDR_SLEB cannot be used against symbol `JSFMOD::gSystemMap`; recompile with -fPICwasm-ld: error: ../fmod/api/studio/lib/upstream/w32/fmodstudioL_bindings.a(fmod_os_js_api.o): relocation R_WASM_MEMORY_ADDR_SLEB cannot be used against symbol `JSFMOD::gSystemMap`; recompile with -fPICwasm-ld: error: ../fmod/api/studio/lib/upstream/w32/fmodstudioL_bindings.a(fmod_os_js_api.o): relocation R_WASM_MEMORY_ADDR_SLEB cannot be used against symbol `.L.str.160`; recompile with -fPICwasm-ld: error: ../fmod/api/studio/lib/upstream/w32/fmodstudioL_bindings.a(fmod_os_js_api.o): relocation R_WASM_MEMORY_ADDR_SLEB cannot be used against symbol `.L.str.160`; recompile with -fPICwasm-ld: error: ../fmod/api/studio/lib/upstream/w32/fmodstudioL_bindings.a(fmod_os_js_api.o): relocation R_WASM_MEMORY_ADDR_SLEB cannot be used against symbol `.L.str.161`; recompile with -fPICwasm-ld: error: ../fmod/api/studio/lib/upstream/w32/fmodstudioL_bindings.a(fmod_os_js_api.o): relocation R_WASM_MEMORY_ADDR_SLEB cannot be used against symbol `.L.str.161`; recompile with -fPICwasm-ld: error: ../fmod/api/studio/lib/upstream/w32/fmodstudioL_bindings.a(fmod_os_js_api.o): relocation R_WASM_MEMORY_ADDR_SLEB cannot be used against symbol `.L.str.161`; recompile with -fPICwasm-ld: error: ../fmod/api/studio/lib/upstream/w32/fmodstudioL_bindings.a(fmod_os_js_api.o): relocation R_WASM_MEMORY_ADDR_SLEB cannot be used against symbol `.L.str.161`; recompile with -fPICwasm-ld: error: ../fmod/api/studio/lib/upstream/w32/fmodstudioL_bindings.a(fmod_os_js_api.o): relocation R_WASM_MEMORY_ADDR_SLEB cannot be used against symbol `JSFMOD::gSoundMap`; recompile with -fPICwasm-ld: error: ../fmod/api/studio/lib/upstream/w32/fmodstudioL_bindings.a(fmod_os_js_api.o): relocation R_WASM_MEMORY_ADDR_SLEB cannot be used against symbol `JSFMOD::gSoundMap`; recompile with -fPICwasm-ld: error: ../fmod/api/studio/lib/upstream/w32/fmodstudioL_bindings.a(fmod_os_js_api.o): relocation R_WASM_MEMORY_ADDR_SLEB cannot be used against symbol `JSFMOD::gSoundMap`; recompile with -fPICwasm-ld: error: ../fmod/api/studio/lib/upstream/w32/fmodstudioL_bindings.a(fmod_os_js_api.o): relocation R_WASM_MEMORY_ADDR_SLEB cannot be used against symbol `.L.str.160`; recompile with -fPICwasm-ld: error: ../fmod/api/studio/lib/upstream/w32/fmodstudioL_bindings.a(fmod_os_js_api.o): relocation R_WASM_MEMORY_ADDR_SLEB cannot be used against symbol `.L.str.160`; recompile with -fPICwasm-ld: error: ../fmod/api/studio/lib/upstream/w32/fmodstudioL_bindings.a(fmod_os_js_api.o): relocation R_WASM_MEMORY_ADDR_SLEB cannot be used against symbol `.L.str.161`; recompile with -fPICwasm-ld: error: ../fmod/api/studio/lib/upstream/w32/fmodstudioL_bindings.a(fmod_os_js_api.o): relocation R_WASM_MEMORY_ADDR_SLEB cannot be used against symbol `.L.str.161`; recompile with -fPICwasm-ld: error: ../fmod/api/studio/lib/upstream/w32/fmodstudioL_bindings.a(fmod_os_js_api.o): relocation R_WASM_MEMORY_ADDR_SLEB cannot be used against symbol `JSFMOD::gChannelMap`; recompile with -fPICwasm-ld: error: ../fmod/api/studio/lib/upstream/w32/fmodstudioL_bindings.a(fmod_os_js_api.o): relocation R_WASM_MEMORY_ADDR_SLEB cannot be used against symbol `JSFMOD::gChannelMap`; recompile with -fPICwasm-ld: error: ../fmod/api/studio/lib/upstream/w32/fmodstudioL_bindings.a(fmod_os_js_api.o): relocation R_WASM_MEMORY_ADDR_SLEB cannot be used against symbol `JSFMOD::gChannelMap`; recompile with -fPICwasm-ld: error: ../fmod/api/studio/lib/upstream/w32/fmodstudioL_bindings.a(fmod_os_js_api.o): relocation R_WASM_MEMORY_ADDR_SLEB cannot be used against symbol `.L.str.160`; recompile with -fPICwasm-ld: error: too many errors emitted, stopping now (use -error-limit=0 to see all errors)em++: error: 'D:/Users/pmdevita/Downloads/fmod-gdextension/emsdk/upstream/bin\wasm-ld.exe -o demo\addons\fmod\libs\web\libGodotFmod.web.template_debug.wasm32.wasm --whole-archive -s ../fmod/api/studio/lib/upstream/w32/fmodstudioL_bindings.a src\fmod_cache.o src\fmod_server.o src\fmod_string_names.o src\register_types.o src\callback\event_callbacks.o src\callback\file_callbacks.o src\core\fmod_file.o src\core\fmod_sound.o src\data\performance_data.o src\tools\fmod_editor_export_plugin.o src\tools\fmod_editor_plugin.o src\nodes\fmod_bank_loader.o src\nodes\fmod_event_emitter_2d.o src\nodes\fmod_event_emitter_3d.o src\nodes\fmod_listener_2d.o src\nodes\fmod_listener_3d.o src\resources\fmod_dsp_settings.o src\resources\fmod_settings.o src\resources\fmod_software_format_settings.o src\resources\fmod_sound_3d_settings.o src\studio\fmod_bank.o src\studio\fmod_bus.o src\studio\fmod_event.o src\studio\fmod_event_description.o src\studio\fmod_parameter_description.o src\studio\fmod_vca.o -LD:\Users\pmdevita\Downloads\fmod-gdextension\fmod\api\studio\lib\upstream\w32 -LD:\Users\pmdevita\Downloads\fmod-gdextension\emsdk\upstream\emscripten\cache\sysroot\lib\wasm32-emscripten\pic godot-cpp\bin\libgodot-cpp.web.template_debug.wasm32.nothreads.a --no-whole-archive --keep-section=target_features -mllvm -combiner-global-alias-analysis=false -mllvm -wasm-enable-sjlj -mllvm -disable-lsr -mllvm -exception-model=wasm --import-memory

2025-04-07
User6032

Skip to content Navigation Menu GitHub Copilot Write better code with AI Security Find and fix vulnerabilities Actions Automate any workflow Codespaces Instant dev environments Issues Plan and track work Code Review Manage code changes Discussions Collaborate outside of code Code Search Find more, search less Explore Learning Pathways Events & Webinars Ebooks & Whitepapers Customer Stories Partners Executive Insights GitHub Sponsors Fund open source developers The ReadME Project GitHub community articles Enterprise platform AI-powered developer platform Pricing Provide feedback Saved searches Use saved searches to filter your results more quickly ;ref_cta:Sign up;ref_loc:header logged out"}"> Sign up Developers of FMOD Studio Overview Repositories Packages People Pinned Loading FMOD Studio integration with Unity. C# 189 40 FMOD Studio integration with Unreal. C++ 217 86 Repositories --> Type Select type All Public Sources Forks Archived Mirrors Templates Language Select language All C# C++ Sort Select order Last updated Name Stars Showing 4 of 4 repositories fmod/fmod-for-unity’s past year of commit activity C# 189 MIT 40 3 0 Updated Feb 11, 2025 fmod/fmod-for-unreal’s past year of commit activity C++ 217 MIT 86 1 6 Updated Feb 11, 2025 unity-html5-demo Public Demonstration of the correct way to load banks for HTML5 within Unity using the FMOD For Unity integration. fmod/unity-html5-demo’s past year of commit activity C# 11 MIT 2 0 0 Updated Oct 24, 2024 unity-feature-demo Public Demonstration of FMOD Studio features within Unity using the FMOD For Unity integration. fmod/unity-feature-demo’s past year of commit activity C# 5 MIT 4 0 0 Updated Oct 24, 2024 People This organization has no public members. You must be a member to see who’s a part of this organization. Most used topics Loading…

2025-04-16
User6446

Hey there!I’m currently trying to test out the FMOD 2.0 integration in a blank Unity 2018.3.11f1 Switch project but am getting the following error:Plugin ‘libfmodstudio.so’ is used from several locations:Assets/Plugins/FMOD/lib/android/armeabi-v7a/libfmodstudio.so would be copied to /libfmodstudio.soAssets/Plugins/FMOD/lib/android/x86/libfmodstudio.so would be copied to /libfmodstudio.soPlugin ‘libfmod.so’ is used from several locations:Assets/Plugins/FMOD/lib/android/armeabi-v7a/libfmod.so would be copied to /libfmod.soAssets/Plugins/FMOD/lib/android/x86/libfmod.so would be copied to /libfmod.soPlease fix plugin settings and try again.Deleting the armeabi-v7a plugin folder allows me to make a successful build, but leads to the following issue when playing any FMOD event in the build:SystemNotInitializedException: [FMOD] Initialization failed : FMOD.Debug.Initialize : ERR_UNSUPPORTED : A command issued was not supported by this object. Possibly a plugin without certain callbacks specified. This issue was caused by a conflict in meta files and has been fixed for the next release.Are you able to provide more information on this error? Awesome, thanks for the info!Once I successfully get a Switch build to compile and deploy, the InitializedException error floods the EDEV kit debug log at runtime and none of the FMOD sounds play. I’ve tried making both a fresh Unity 2018.3.11 project (plus Switch plugins) and a fresh FMOD studio 2.0 project but neither seem to resolve the issue.I’m not sure if this might have something to do with how I’ve gotten around the first issue I mentioned? I’ve tried both deleting the whole unity Android plugin folder and just unchecking the Switch platform option for the conflicting plugins. I’ve also tried making both multiplatform and individual Switch builds from Studio with no luck.I haven’t gotten to try checking with Unity 2019.1 since I’d have to create a whole new SDK configuration, but I’m wondering if that might be a factor? It looks like this may be caused by the Integration linking to the non-logging (release) lib and the RuntimeManager calling Debug_Initialize in a development build.We currently use statically linked libs for Switch, so we cannot automatically change the libs used for it, this has to be done manually in the Unity editor. I will also get this step added to the docs as it doesn’t appear to be mentioned in there.

2025-04-20
User7194

--strip-debug --export-dynamic --export=__wasm_call_ctors --export-if-defined=__start_em_asm --export-if-defined=__stop_em_asm --export-if-defined=__start_em_lib_deps --export-if-defined=__stop_em_lib_deps --export-if-defined=__start_em_js --export-if-defined=__stop_em_js --export-if-defined=main --export-if-defined=__main_argc_argv --export-if-defined=__wasm_apply_data_relocs --export-if-defined=fflush --experimental-pic --unresolved-symbols=import-dynamic --no-shlib-sigcheck -shared --stack-first' failed (returned 1)scons: *** [demo\addons\fmod\libs\web\libGodotFmod.web.template_debug.wasm32.wasm] Error 1scons: building terminated because of errors.I’ve also attempted to build against the bitcode distribution. This does compile, but when I boot Godot in the browser with it, I get this error in the console. Not sure where I read it as well, but it seemed like bitcode was going to get phased out at some point, so I’d prefer to not use it if that’s the case.Uncaught (in promise) LinkError: imported function 'env.__atomic_store_8' signature mismatch I’m using FMOD Engine 2.02.26, compiling with Emscripten 3.1.74 against Godot 4.3.There have been some previous threads touching the same topic. This one Issues with compiling for HTML5 using emscripten is fairly old now though, and as far as I understand, dynamic linking is not experimental in Emscripten anymore.There is also this thread Emscripten link errors - #4 by rwkay which looks to be doing the exact same thing but for GameMaker. I’m not sure I understand this problem with the licensing, it’s not like I have to get a special build of Unity or Unreal statically built with FMOD so I can use it on the web (the distribution of that would be definitely be against the EULA).If possible, I would like to explore two solutions. The first would be the original request from the GameMaker thread - would it be possible to get a w32 build of FMOD compiled with -fPIC?If that is not permissible, would it instead be possible to get a build of FMOD compiled as a wasm dynamic library? This could then be dynamically linked against like we do for the other platforms, and avoid any EULA-related concerns of static compilation. I’ll note that while yes, there are wasm builds of FMOD included in the SDK, they are compiled for use directly with Javascript and trying to build against them results in this error:wasm-ld: error: ../fmod/api/studio/lib/upstream/wasm/fmodstudioL.wasm: not a relocatable wasm fileI’ll add some info if anyone wants to look at my work. My branch is here

2025-04-24
User8163

GitHub - pmdevita/fmod-gdextension at web-support and you can view the diff with the master branch here Comparing utopia-rise:master...pmdevita:web-support · utopia-rise/fmod-gdextension · GitHub I’m compiling without thread support since FMOD doesn’t support it. Scons command looks something like thisscons target=template_debug platform=web fmod_lib_dir=path/to/fmod/html threads=no verbose=yes rwkay December 18, 2024, 9:23am 2 We found other issues with this as fmod uses Emscripten features to embed JavaScript calls and callbacks…Unfortunately at the time we were testing it Emscripten did not support this within a dynamic library, this meant we had to abandon the approach that we had. We have put the FMOD support for WASM on hold just now - but I do think there is scope to add it in the future but it would involve glueing it in at a Javascript level rather than using dynamic linking at the Emscripten level.If you can get it working with dynamic linking and Emscripten then let us know as it would be by far the easiest method to support it.Russell jeff_fmod December 20, 2024, 5:15am 3 Thank you for the suggestions, I have floated both of these options to the Dev team for consideration.The problem as I understand it (I’m a dev, not legal) would be this part of what you are trying to do:-o demo\addons\fmod\libs\web\libGodotFmod.web.template_debug.wasm32.wasmWhich is to say you aren’t generating an end-user application, you are generating a library for use in an end-user application, which I think would violate our EULA.In any case, I will chat with the Dev team and see if either of these options are viable. Just checking in, has there been any updates on this? We compiled with PIC in our most recent release 2.02.27, and I’ve been assured there are indeed no EULA issues with what you are trying to do. I can get the FMOD GDExtension branch you posted compiling with it, but I lack the Godot knowledge to see if that results in a working HTML5 build.Can you please give the latest version of FMOD a shot and let me know if you hit any other issues? pmdevita March 8, 2025, 10:30pm 6 I can confirm

2025-04-14
User7572

Rotation transforms to spin the text and tilt it. All the computational logic previously in CreateWindowSizeDependentResources has been moved into the Update method. The 3D points are rotated twice: once around the X axis based on elapsed time, and then around the Y axis based on the user sweeping a finger up and down the screen. This Update method is shown in Figure 6.Figure 6 The Update Method of SpinningCircularTextvoid SpinningCircularTextRenderer::Update(DX::StepTimer const& timer){ // Get window size and geometry size Windows::Foundation::Size logicalSize = m_deviceResources->GetLogicalSize(); float geometryWidth = m_geometryBounds.right - m_geometryBounds.left; float geometryHeight = m_geometryBounds.bottom - m_geometryBounds.top; // Calculate a few factors for converting 2D to 3D float radius = logicalSize.Width / 2 - 50; float circumference = 2 * 3.14159f * radius; float scale = circumference / geometryWidth; float height = scale * geometryHeight; // Calculate rotation matrix float rotateAngle = -360 * float(fmod(timer.GetTotalSeconds(), 10)) / 10; Matrix3x2F rotateMatrix = Matrix3x2F::Rotation(rotateAngle); // Calculate tilt matrix Matrix3x2F tiltMatrix = Matrix3x2F::Rotation(m_tiltAngle); for (size_t polygonIndex = 0; polygonIndex GetD2DFactory(), m_dstPolygons, &m_pathGeometry) ); // Update FPS display text uint32 fps = timer.GetFramesPerSecond(); m_text = (fps > 0) ? std::to_wstring(fps) + L" FPS" : L" - FPS";}It’s well-known that composite matrix transforms are equivalent to matrix multiplications, and because matrix multiplications aren’t commutative, neither are composite transforms. Try switching around the application of the tilt and rotate transforms for a different effect (which you might actually prefer).When creating the SpinningCircularText program, I adapted the SampleFpsTextRenderer class created by the Visual Studio template to create the SpinningCircularTextRenderer class, but I left the display of the rendering rate. This allows you to see how bad the performance is. On my Surface Pro, I see a frames per second (FPS) figure of 25 in Debug mode, which indicates the code is not keeping up with the refresh rate

2025-04-14

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