Qai Posted January 21, 2014 Share Posted January 21, 2014 I'm currently working with the Indie edition on Steam, waiting to upgrade to Standard once it becomes available. I was wondering whether the C++ exposure that is part of the Standard edition allows the suppression of the engine's default OpenAL implementation to be replaced with FMOD? I have programming experience integrating FMOD at the source code level with previous projects and would like the ability to do so with the LW engine. Quote Link to comment Share on other sites More sharing options...
Josh Posted January 21, 2014 Share Posted January 21, 2014 Well, the sound system is implemented as a set of abstract classes, so it actually is possible to go in and replace OpenAL completely with FMOD, without requiring the whole source code, and the rest of the engine won't know or care about the difference. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Qai Posted January 21, 2014 Author Share Posted January 21, 2014 Thanks Josh. I'll give it a whirl. I never dealt with programming sound at this higher level of abstraction. Always curious to try new things Glad to know it can be done! Thanks. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.