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Posts Tagged ‘FMOD’

Cutting Your Teeth on FMOD Part 6: Recording and visualizing sound card output

November 24, 2013 11 comments

In this article, we’ll take a look at how to intercept and record the output from a sound card. Our primary focus here will be to create a visualizer that reflects the output sound using the frequency analysis technique discussed in part 4, however you can of course use the recording code for any purpose you wish.

I won’t go into the details of FFT frequency analysis here (see part 4 for that); we’ll just look at how to capture the real-time sound output then provide the visualizer as a usage example. Read more…

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Cutting Your Teeth on FMOD Part 5: Real-time streaming of programmatically-generated audio

February 28, 2013 25 comments

This article was inspired by David Gouveia – thanks for the suggestion!

In this article, we shall look at how to generate sounds programmatically using a function which generates each sample one by one, and how to feed these samples into the audio buffer of a playing stream in real-time.

Note: The SimpleFMOD library contains all of the source code and pre-compiled executables for the examples in this series.

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Categories: FMOD Tags: , , ,

SimpleFMOD 1.00 now available

February 19, 2013 Leave a comment

Introducing the lazy way to use the acclaimed FMOD Sound System to get music and sound effects into your C++ games and applications – SimpleFMOD!

Initial feature list:

  • Initialize FMOD, load and play a song in 4 lines of code
  • Load audio from files or embedded application resources
  • Basic audio playback controls: Start, stop, toggle/get/set pause, get/set volume, fade in and out
  • Separate master volumes for music and sound effects
  • Automatic memory management of all FMOD and audio resources. No pointers!
  • Derive from a provided class to create custom audio resource types with their own behaviour
  • Fetch raw pointers to the FMOD API and FMOD channels to allow audio manipulation not supported by SimpleFMOD

Read more…

Installation Instructions

February 18, 2013 20 comments

SimpleFMOD is a simple library to let you shoehorn music and sound effects into your games and applications quickly.

Why SimpleFMOD?

Initializing FMOD and performing the necessary memory management is complex for beginners. SimpleFMOD takes care of all the dirty work for you so you just have to concentrate on getting the sounds and music into your application. SimpleFMOD manages all the audio resources you use, handles initialization and teardown, allows simple loading of sounds or streams from both disk or embedded application resources (memory), handles game sound effects and music in separate channel groups so they can have their own master volumes, and provides numerous helper functions to make basic audio manipulation easy.

Full source code is included so that when you are ready to move onto more advanced techniques, you can see exactly how the basics work.
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Cutting Your Teeth on FMOD Part 4: Frequency Analysis, Graphic Equalizer, Beat Detection and BPM Estimation

January 16, 2013 35 comments

In this article, we shall look at how to do a frequency analysis of a playing song in FMOD and learn how to use this as the basis for a variety of useful applications.

What is frequency analysis?

Note: The SimpleFMOD library contains all of the source code and pre-compiled executables for the examples in this series.

Frequency analysis is where we take some playing audio and identify the volume level of each range of frequencies being played. In a simple example, this lets us identify the current volume of the bass, mid-range and treble in a song individually, or any other desired range of frequencies. Read more…

Cutting Your Teeth on FMOD Part 3: Embedding Sounds In Your Application as Resources

January 15, 2013 12 comments

Having all of your sounds and music as separate files in your application is messy, and makes abuse by mischievous souls slightly easier. To tidy things up, we can embed audio files directly into the compiled EXE file. FMOD provides the ability to load audio directly from memory, so the problem has two main steps: 1. embed the audio resources in your application, 2. modify the application code to load resources from memory (your application process) instead of from files.

Note: The SimpleFMOD library contains all of the source code and pre-compiled executables for the examples in this series.
Read more…

Cutting Your Teeth on FMOD Part 2: Channel Groups

January 15, 2013 9 comments

If you’ve been following Part 1 of this series you should now be able to play music and sound effects with FMOD in your applications, pause and unpause them and change their volumes. But what about when you have many sounds whose parameters – like volume and pause state – you want to be able to control universally via a single change without iterating over them all? This is where channel groups come in.

Note: The SimpleFMOD library contains all of the source code and pre-compiled executables for the examples in this series.
Read more…

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