Game Development Community

FMOD and Torque 3D 2.0

by Bryce · in Torque 3D Professional · 01/18/2013 (11:34 am) · 5 replies

Hey all!

I read recently that the FMOD sound plugin had to be removed from Torque 3D due to MIT licensing issues, and that it would be handled in the same way as PhsyX: install SDK, generate projects, compile, and profit. I've been trying everything I can think of and I'm having no luck getting FMOD to show up under my audio options.

1) I installed the FMOD SDK, version 4.42.03.

2) I set the environment variable TORQUE_FMOD_PATH to the default install path, C:\Program Files (x86)\FMOD SoundSystem\FMOD Programmers API Windows

3) I used generateProjects.bat and recompiled my entire solution.

4) I dropped fmod_event.dll and fmodex.dll in my game directory.

To no avail, FMOD is not showing up as a device like it used to with pre-MIT Torque. Can anyone shed some light on this? Am I missing something?

Cheers,
-Bryce

#1
01/18/2013 (12:04 pm)
Step 3 should be a two parter:

3a) Edit <yourProject>/buildFiles/config/project.conf and insert the following lines between Torque3D::beginConfig and Torque3D::endConfig statements:
// Include FMod support module
    includeModule( 'fmod' );

3b) Run generateProjects.bat and recompiled my entire solution.

#2
01/18/2013 (12:46 pm)
Hah! Worked. You rock, Nathan.
#3
01/18/2013 (1:41 pm)
Hopefully, the next iteration of the Project Manager will make enabling/disabling other modules, such as FMod, Bullet, PhysX, etc., a bit simpler than having to add/remove the includeModule() command manually when generating new projects.
#4
01/19/2013 (5:31 pm)
"I read recently that the FMOD sound plugin had to be removed from Torque 3D due to MIT licensing issues, and that it would be handled in the same way as PhsyX: install SDK, generate projects, compile, and profit. I've been trying everything I can think of and I'm having no luck getting FMOD to show up under my audio options."

are we missing any feature of fmod due to open sourcing of t3d?
or for this diferent installation technique?

#5
01/19/2013 (5:37 pm)
Nope. It just couldn't be included in the repo since we are not the owners of FMOD. So we had to reference it differently.

EDIT:
The MIT license allows anyone to include commercial products in their games. That's one of the key reasons that we chose MIT over licenses like the GPL.