Game Development Community

Torque 2D + FMOD

by Mike Lilligreen · in Torque 2D Professional · 09/26/2014 (12:49 pm) · 5 replies

As I mentioned in a blog post a while back, I have been working on an alternative audio system for T2D that uses FMOD instead of OpenAL. This also introduces an AudioEmitter class which allows for positional audio support in your scenes. Check out the AudioEmitterToy for a basic example.

There still some work left to be done but progress has been slow lately - so I thought better get something out there than to leave it hidden on my hard drive. You can grab the latest code here: github.com/lilligreen/Torque2D/tree/fmod

As the instructions mention, only the OSX Xcode project is updated to allow this branch to compile. If anyone wants to help get the Visual Studio solutions and other platform compiler files updated, that would be great. Hopefully from the commit history, it should be clear what files I have deleted and added.

Feel free to leave any feedback, issues, etc here.

#1
09/26/2014 (10:04 pm)
Awesome!
#2
10/05/2014 (12:58 pm)
So glad to see Fmod in torque2D!
#3
05/04/2016 (3:31 am)
I'm interested to replace the sound system of T2D with SoLoud, it has less license limitation and can be linked statically in many platforms include HTML5.
#4
05/04/2016 (4:04 am)
Sorry, double post.
#5
07/12/2017 (5:21 am)
Sound system must get replaced.