2020. 1. 31. 03:46ㆍ카테고리 없음
DL_FMOD_Designer_44446_free_wo @DL_FMOD_Designer_44446_free_wo Joined about 1 year ago gmr. Last FMOD Ex Programmers API 4.44.46 10.12.3 google drive german ZippyShare. Free FMOD Ex Programmers API 4.44.46 without ad app 2shared torrent. Free version FMOD Designer 4.44.46 for mac uTorrent Mega app FMOD Designer 4.44.46 philippine. Fmod Ex Download Info. Fmod is a sound-API for programmers. Fmod is a versatile sound-API that mainly creates a playback-routine for various audio-formats such as MP3, WMA, WAV and some module-formats. Besides that there are additional features such as audio recording and even an equalizer is included. Hi There, I’d like to start with the FMOD Programmer’s API on Mac OS X. Is there a recommended location to place the folder after download? I have admin rights for my machine.
Back in April I wrote a post on. That post covered XCode 3 projects. Now Mac OS X 10.7 Lion has been released, and XCode 4 has become the new standard, so I thought I would write an updated guide, as things are a little different with XCode 4. Install Names FMOD Ex is a set of dynamic libraries. When an application uses a dynamic library, the runtime linker finds and loads that library when the application is loaded. On OS X, iOS and some other OSes, the means by which the dynamic linker can find the library is the library’s install name.
The install name is just a file system path embedded in the library. For example, libcrypto.dylib the cryptography library available on the Mac has an install name of /usr/lib/libcrypto.0.9.8.dylib. The FMOD Ex dynamic libraries, libfmodex.dylib, libfmodevent.dylib and libfmodeventnet.dylib by default have install names of./libfmodex.dylib,./libfmodevent.dylib and./libfmodeventnet.dylib respectively. This means the dynamic linker will expect these libraries to be in the same directory as the application executable. Typically on the Mac, the actual application executable is contained within the.app package at Contents/MacOS/AppName, whereas libraries and frameworks bundled with the app are usually located in Contents/Frameworks/. I usually stick to this convention and place the FMOD libraries in this location, therefore the first step is to update the FMOD libraries’ install names to point to this location.
Apple provides a few wildcard tokens that can be included in install names to make them generic and reusable. These are @executablepath, which expands to the path of the application executable that is loading the dynamic library, @loaderpath which expands to the actual binary executable which is loading the dynamic library - this may be the application, or some other library or framework, and @rpath which searches a list of locations for the dynamic library. @rpath is the most flexible of these tokens, as when set in the install name of the dynamic library, that library can be used in any applications, frameworks or any other type of project without needing further modification.
Fmod Sound System
Is the command line program used to alter install names. To change the install name for the FMOD Ex library, open a terminal window, cd to the directory containing the libfmodex.dylib file, and run the command. Installnametool -change./libfmodex.dylib @rpath/libfmodex.dylib libfmodeventnet.dylib Adding the libraries to an XCode project In your XCode project, select the project file at the top of the source list, select the target application/game, click on the Build Phases tab and expand the ‘Link Binary With Libraries’ box, as shown in the image below. Click on the + button to add new libraries to link to. This will bring up a sheet with all the default system frameworks and libraries. Click the 'Add Other’ button, then navigate to the FMOD dylib files.
Add libfmodex.dylib. If you wish to use the Event System and/or Event Network, also add libfmodevent.dylib and libfmodeventnet.dylib respectively.
This will add the libraries to the list of files in the project navigator source list. I usually tidy these into a group called 'FMOD’ and add it to the Frameworks group. To have these libraries copied to your application/game’s bundle when building, add a 'copy files’ build phase by 'Add Build Phase’ button and selecting 'Add Copy Files’. Expand the new 'Copy Files’ box and change the Destination to Frameworks.
Click the + button and from the sheet that appears, select the FMOD library/libraries that you are using. To ensure that the @rpath token expands properly when the application/game is running, click on the 'Build Settings’ tab and find the setting Runpath Search Paths. Add the value ’ @loaderpath/./Frameworks’ to this list. We also need to change the application/game’s library dependency paths with installnametool. However, doing this once from the terminal is no use, as this executable is being destroyed and rebuilt each time you recompile.
Therefore we will run a script to do this each time we (re)compile. Click the 'Add Build Phase’ button again, and this time select 'Add Run Script’ from the menu.
Fmod Studio
Expand the new 'Run Script’ box and enter the text. Installnametool -change./libfmodeventnet.dylib @rpath/libfmodeventnet.dylib “$TARGETBUILDDIR/$PRODUCTNAME.app/Contents/MacOS/$PRODUCTNAME” Next add the following header files to the project by dragging them into the project navigator or selecting File Add Files To “Project Name'. fmod.h. fmodcodec.h. fmoddsp.h. fmoderrors.h. fmodmemoryinfo.h.
fmodoutput.h. fmod.hpp (only required if you are using the C API) These are all that are required if you are only using the low-level Ex API. If you want to use the higher level Event System API you also need to add the following headers:. fmodevent.h. fmodevent.hpp (if you are using the C API) If you want to use the Event Network system add these headers too:.
fmodeventnet.h. fmodeventnet.hpp (if you are using the C API) Add that’s it! Your game/application can now use the FMOD API.