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.
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.
About the author
Torque Owner Richard Ranft
Roostertail Games