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  • How to enable reverb in FMOD iOS

    Ellen 19:40 on May 5, 2013 | 0 Permalink | Reply
    Tags: fmod, iOS

    To enable reverb settings in Fmod Designer click on “Window” > “Reverb Defs”. Select your reverb and click on the play button. The reverb is now active and the project can be built. Notice that for the time being Fmod Designer requires you to always activate this whenever you open your project. This is not done automatically. The name of your reverb, in this case “Reverb00″ is used later on in the code.

    Fmod_designer

    To activate the reverb in the code the follow code needs to be added:

    #import "SoundManager.h"
    #import "mySoundProject.h"
    @implementation SoundManager
    void ERRCHECK(FMOD_RESULT result)
    {
        if (result != FMOD_OK)
        {
            //fprintf(stderr, "FMOD error! (%d) %s\n", result, FMOD_ErrorString(result));
            exit(-1);
        }
    }
    - (id)initWithString:(NSString*)selectedProfile
    {
    system  = NULL;
        eventSystem = NULL;
     
        FMOD_RESULT result      = FMOD_OK;
        char        buffer[200] = {0};
        FMOD_REVERB_PROPERTIES reverb00;
       
        result = FMOD::EventSystem_Create(&eventSystem);
        ERRCHECK(result);
       
        result = eventSystem->init(32, FMOD_INIT_NORMAL | FMOD_INIT_ENABLE_PROFILE  | FMOD_INIT_DISTANCE_FILTERING, NULL, FMOD_EVENT_INIT_NORMAL);
        ERRCHECK(result);
        [[NSString stringWithFormat:@"%@/mySoundProject.fev", [[NSBundle mainBundle] resourcePath]] getCString:buffer maxLength:200 encoding:NSASCIIStringEncoding];
        result = eventSystem->load(buffer, NULL, NULL);
        ERRCHECK(result);
       
        result = eventSystem->getReverbPreset("REVERB00", &reverb00); // Same name as in Fmod Designer.
        ERRCHECK(result);
       
        result = eventSystem->setReverbProperties(&reverb00);
        ERRCHECK(result);
       
        result = eventSystem->getGroup("MySoundProject/MySoundProject", FMOD_EVENT_DEFAULT, &group);
        ERRCHECK(result);

  • Tracking technology meets iPhone

    Ellen 10:49 on November 2, 2011 | 1 Permalink | Reply
    Tags: fmod, , tracab

    Today Society46 is launching the Pepsi Refresh project together with Åkestam Holst. The project involves the Tracab tracking stystem, UDP streams, iPhone sensors and FMOD for iOS. Code will follow.


  • Set up Fmod for iPhone in Xcode

    Ellen 21:20 on August 25, 2011 | 8 Permalink | Reply
    Tags: fmod, , Objective-C++,

    Recently I started using the neat fetures of Fmod for iPhone development. Fmod is an audio library used for most gaming platforms to add sound effects and create a 3D world of sounds. Here follows a step-by-step guide to set up Fmod for iPhone in Xcode. SDK version 4.3.3.

    1. Download Fmod Ex Programmers API for iOS.

    2. Unzip Fmod Programmers API to your Applications folder.

    3. Create a new project in xCode. To enhance the workflow I create my project in the following folder: “/Applications/FMOD Programmers API/examples/”.

    4. Fmod is using a mix of Objective-C and C++. All .m files in your project needs to be renamed .mm which is the file format for Objective-C++.

    5. In “Build Phases” link the following frameworks to your project:
    AudioToolbox.framework
    CoreAudio.framework

    6. Include these Fmod files in your header file:

    #import "fmod.hpp"
    #import "fmod_errors.h"

    7. For your project to find the Fmod files you will include search paths to your “Build settings”:

    HEADER_SEARCH_PATHS       ../../api/inc
    LIBRARY_SEARCH_PATHS       ../../api/lib

    8. Link the following libraries to your project. In “Build Settings” set OTHER_LDFLAGS to:

    Debug     -lfmodexL_$PLATFORM_NAME  // Includes debug logging
    Release   -lfmodex_$PLATFORM_NAME

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