I had a post out on the forum with the title: “Failed to open file Master.bank when implementing FMOD in my own iOS project”. But now I can’t find it anywhere. I tried google with “site:cocos2d-x.org: fmod ios bank” and there it was. But whan you click the link cocos2d forum just says: “The page you requested doesn’t exist or is private.” Any idea where it is?
I removed your post.
You didn’t mention a single cocos2d-x thing in it. It felt like you wanted FMOD help more than cocos2d-x help.
AFAIK, we only support FMOD on Linux.
Since when was FMOD in any way dependent on anything?
FMOD is a standalone audio middleware, so you support it implicitly on any platform FMOD supports, as it’s not depending on cocos2d-x ![]()
Well since Cocos2d-x basically doesn’t have an audio engine, and fmod is the one most people recommend, I thought I could ask here. The example I mentioned is Earthwarrior3D which is a Cocos2d-x game example. But the fmod fork is made by fmod people, so maybe I should have asked on the fmod forum.
Btw., you could also go with superpowered, instead of FMOD:
It has some basic audio processing capabilities.
Which fork exactly? The game? The fork just replaced the audio calls.
This fork has replaced the audio with FMOD Studio events as a simple example of how to use the FMOD API.
You don’t need to include any .jar files, if you are using OpenSL mode, which is the default:
http://www.fmod.org/questions/question/forum-39778/
Maybe you should read this:
https://software.intel.com/en-us/android/articles/how-to-set-up-fmod-cocos2d-x-and-openal-libraries-for-android-on-intel-architecture