Game Development Community

Tutorial or guide for using FMOD with TGB

by Josias Gibbs · in Torque Game Engine · 11/05/2008 (2:52 pm) · 8 replies

I've been told that the FMOD music and sound effects system works well with Torque products - and I was wondering if anyone could recommend a tutorial or guide of some sort for getting started with it, and for using it with TGB.

Also, would I have to get the pro version of TGB to use FMOD with it?

#1
11/05/2008 (4:45 pm)
@Josias - Stock TGB does not support FMOD. OpenAL is the only audio implementation available. If you want FMOD support, you would definitely need source access (Pro version), as you would need to integrate it yourself.
#2
11/10/2008 (10:15 am)
I'll take a look at OpenAL - thanks Michael.
#3
11/11/2008 (8:14 am)
I was reading the article at http://tdn.garagegames.com/wiki/Audio/Music And I had a few questions about it. First, does it apply to TGB? Assuming it does, then what would be the benefit of using OpenAL instead of the functions mentioned there?
#4
11/11/2008 (8:24 am)
Yes, it applies to TGB. Those script functions are assigned to OpenAL engine calls, so by using them you are using OpenAL.
#5
11/12/2008 (2:23 pm)
So then OpenAL is built into TGB itself? If so, then that's extremely awesome.
#6
11/12/2008 (3:45 pm)
Quote:OpenAL is the only audio implementation available.
Quote:Those script functions are assigned to OpenAL engine calls

k?
#7
11/13/2008 (6:24 pm)
Just making sure - I like to ask questions early, rather than assuming I know the answer and getting unpleasantly surprised later.
#8
11/13/2008 (6:58 pm)
A wise decision =)