FMOD Studio

Thread Started By colorarity

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#1
Greetings!

I'm not sure this is the most appropriate place to ask on, but I ran out of options honestly.

Lately my team and I have been working on compiling a new version of our personal Viewer; that's heavily based on Singularity Viewer, so far so good, right? Just need to do the tweaking and everything, right? Wrong.

See, before making any changes to the source code, se have a rule to compile the "normal" Singularity first to make sure if there's any issue whatsoever, it comes from our changes, and not the compile itself.

So we managed to compile Singularity Viewer on Debian 9, but using OpenAL as audio driver, which in theory isn't problematic, but it becomes problematic when it comes to playing media on sims, which is upsetting when you know that we use media in our worlds.
No biggy, just need to tell it you want to use FMOD studio instead of OpenAL. Sure, we followed the official tutorials, did everything they said by the book, but the program can't find FMOD and defaults back to OpenAL.

We were compiling the FMOD lib correctly, and put it in the right spot, but the program acts like it's not there.

So at this point we thought maybe it was just incompatible with FMOD on Debian 9. We tried on Ubuntu 18, same problem. So we thought "alright, maybe it's just Linux altogether that's broken".

So we tried on Windows 10.
First of all let me tell you the STRUGGLE IS REAL. Seriously what's a 3 step thing on Linux is at least a ten steps thing with Windows, but no matter, we tried anyway.
I kid you not, we can't even compile FMOD on Windows, it gives a random error and we're just stuck.

I'm open for any potential suggestion for improvements, we've also attempted a Firestorm copile with the same problems, by the way, since I know you guys love Firestorm. ;)

Hoping to hear from you guys soon!
Thanks for your time.
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#2
For windows, you have to make sure your environmental variables are set up correctly. Also, you have to make sure you are using the correct switch to enable FMOD.  something like "--FMOD"
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#3
Thank you  for replying!

Very appreciated, however, I don't understand what you mean by "environmental variables", would you mind clarifying?

One problem, --FMOD is only applied with the viewer compile, but for that, FMOD itself needs to be compiled, which Windows can't do.

If you're interested though, I kept a record of what Linux says when compiling the viewer:
Quote:-- No support for FMOD Studio audio (need to set FMODSTUDIO_SDK_DIR?)
-- Building with OpenAL audio support
-- No support for FMOD Studio audio (need to set FMODSTUDIO_SDK_DIR?)
-- Building with OpenAL audio support
-- Building with OpenAL audio support
-- Configuring done
-- Generating done
-- Build files have been written to: /home/[my username]/compil_pollux/singularity/build-linux-x86_64



Thanks for your time though. :)
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#4
You have to make sure you set your path correctly in the Environmental Variables.

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You can read how here 

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#5
Hello there, thank you for replying again,

we have checked the Environmental Variables as you have suggested, and I can confirm that the PATH was set correctly, following the official tutorials,

by the way, there are options when installing Python and CMake to add them to the PATH directly, so that's pretty handy.

Still, the problems remain, thank you for the tip though!

We have been thinking about the error we get, Windows says "the specified file could not be found" (appologies if the translation is rough, my Windows is in French)
to compile FMOD, one of the steps is to log in your FMOD account and download an exe file (API) of the same version as the one specified in the sh file. You are asked to place the exe file in the same folder as your compile, it sounds to me like this is the file that Windows cannot find, so we have tried to change version, in the sh, and download a newer version, which didn't work, we tried with an older version too, which didn't work either. Normally, you're supposed to put the exe in C:\3p-fmodstudio but since it said the file couldn't be found we even tried to put it in C:\3p-fmodstudio\fmodstudio as well to see how it behaves, as you can imagine, that didn't work either.
Maybe we're completely mistaken, what do you think?
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#6
Hello,

update, we still can't make it work on Windows, however we could make it work on Debian. How? We started using Debian 10.

I'm going to try to mark the thread as solved, if possible, if not I hope someone can help me with that!

Anyway, thanks for your help and time, and I hope you all have a wonderful day.
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#7
Hi @colorarity

Please see STEP 3: TUTORIALS

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if you need assistance. Thank you.
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