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nFMOD

###A .NET wrapper for Firelight Studio's FMOD audio library.

The official FMOD SDK comes with some C# examples, however .Net is clearly not the primary audience for the library and the C# examples largely read like a direct port of classic C code. Compared to something like nAudio, the code for interacting with FMOD in the official SDK samples feels very... unrefined.

nFMOD is an attempt at "refinement".

At this point in time nFMOD focuses solely on Windows. While Mono-based cross platform support is possible, it's not a priority. If you require an example of using FMOD with platforms other than Winfows please look at [FmodSharp] (https://gitorious.org/fmodsharp) which appears to also use the same FMOD SDK base but has GTK+ / Mono samples working. nFMOD actually started out as a fork of FmodSharp before I realised similarity to the official FMOD SDK and decided to base off the latter for consistency.

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Documentation

nFMOD is still under heavy development and likely to change frequently and significantly enough to make comprehensive documentation a fool's endeavour at this point.

A brief example of how easy it is to start adding sound to your application with nFMOD:

using (var fmod = new FmodSystem())
{
    fmod.Init();
    using (var audio = fmod.CreateSound("testfile.mp3"))
    {
        fmod.PlaySound(audio);
        Console.WriteLine("nFMOD test\nPlaying doowackadoo; press any key to exit");
        Console.ReadKey();
    }
    fmod.CloseSystem();
}

Tutorials and sample projects are planned to co-incide with the 1.0 release. There are already a few example projects included, the most interesting one for now is nFMOD.Demo.Oscillator.GUI which demonstrates FMOD's DSP system for sound generation as well as how to stream live audio data for visualisation:

nFMOD demo screenshot

Status

Branch Status Download Description
master Build status .zip for those who want to live on the bleeding edge
stable Build status .zip latest released/numbered code

CI generously provided by Appveyor

How I approach my public projects is explained on my github home page.

Release history

vNext

  • Sound resources now managed by specific FmodInstance

  • FmodSystem.CreateSound() overload to accept UnmanagedResourceStream for easier loading of sounds from project resources

  • Minimum .Net Framework version changed from 2.0 => 4.0 for UnmanagedMemoryStream support

  • FmodSystem.SetDspBufferSize() support - should help with laggy performance

  • Go through the TODO list

  • Add internal ctors for main classes to take existing instance handle

  • More sample code

  • FmodSYstem to track and manage additional resources (eg Channel)

v0.6 (2014-04-16)

  • Fix CheckMinimumVersion bug causing crash instead of appropriate exception
  • FmodSystem DSP methods deprecated in favour of strongly typed DSPs
  • Relevant logic moved from FmodSystem to DSPs
  • DSPs now tied to a specific FmodSystem instance
  • FmodSystem.ReleaseHandle() now handles cleanup of relevant dependant resources
  • DSP.Oscillator basic implementation
  • Oscillator console demo
  • Oscillator and spectrum visualisation demo

v0.5.1 (2014-04-14)

  • Fix fmodex.dll extern declarations accidentally left public

v0.5 (2014-04-10)

  • Enum cleanup
  • Sort all extern aliases
  • Add internal ctors for main classes to take existing instance handle
  • Add nFMOD.Spikes project for answering some of the unknowns not covered by FMOD API documenation
  • Spectrum analysis sample project
  • More Channel and FmodSystem functionality exposed externally

v0.4.2 (2014-04-09)

  • Add cleanup of DSP, ChannelGroup, Debug code which was missed in v0.4 release

v0.4 (2014-04-09)

  • massive code clean-up and consolidation of class heirarchy
  • minimum version supported updated to 4.44.32
  • expose more FMOD functionality internally

####v0.3 (2014-04-07)

  • Drop FmodSharp as base; replace with rewritten code with official FMOD SDK as reference
  • Basic x64 support ground work (largely untested)
  • add support for missing and new-since-4.32 functionality
  • restructure / consolidate class heirarchy
  • expose more FMOD functionality internally
  • cull more code specific to non-Windows platforms (eg PS2, Xbox)
  • mark code which can't be removed (eg interop struct fields) as Obsolete

####v0.2 (2014-04-04)

  • update fmodex.dll version from 4.34.5 > 4.44.32
  • minimum .Net Framework version lowered from 4.0 > 2.0
  • proper exceptions for all unmanaged error codes
  • handler for converting ErrorCodes to Exceptions
  • simplify redundant class/namespace (eg "nFMOD.SoundSystem.SoundSystem")
  • fix crash when calling GetLevel/SetLevel with non-debug build of fmodex.dll

####v0.1 (2014-04-01)

  • initial release to Nuget
  • minimum .Net Framework version lowered from 4.0 > 2.0
  • namespace restructuring

####vAlpha (2014-03-31)

  • initial release to GitHub

vTODO (one day)

  • go through and fix anything TODO
  • change methods like FmodSystem::GetWaveData to get rid of ref/out params
  • get rid of most of the out and ref parameters
  • Nuget distribution: better handle fmodex.dll deployment
  • Go through and update comments from before v0.2 refactor which still reference C-style class names, structs etc
  • thorough x64 support
  • code for declared but not implemented extern methods
  • implement appropriate events
  • proper documentation - at the very least, map differences and guide on porting C/C++ code to nFMOD

Credits / thanks

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C# wrapper for FMOD wrapper with a focus on idiot-proof usage and hiding as much non-managed code nastiness as possible.

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