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Updating the base FMOD version #32

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@BPzeBanshee

Not sure how worthwhile it would be to do this, but latest anything generally makes sense if it isn't introducing new regressions. I've done some testing towards this end, and found that of surprise to no expert, simply replacing the fmod.dll won't quite cut it: updating the included FMOD source code and object libraries, followed by recompiling FMODGMS, is necessary.

I ran out of time to do this and submit a pull request myself, but as far as existing supported functions go, the only crucial stumbling blocks I was able to find to this end in Visual Studio was the removal of FMOD_TAGDATATYPE_CDTOC as a category, and changes to the CPU usage function returning a struct with multiple floats covering different parts of the FMOD process.

The former fix seems as easy as using FMOD_TAGDATATYPE_MAX instead to me, but I'm unsure on how best to proceed with the latter given that GameMaker 2022 does not yet support passing anything other than doubles and strings to and from extensions. Any advice and assistance on this front would be appreciated. :)

EDIT: it seems cam900 is several months to a year ahead of me and has already worked on this, see here: cam900@55eaa67

It may be worthwhile accepting pull request #30 (so we can actually get working builds again under GameMaker 2022.8 now that they've mandated 64-bit support) and then pulling these changes into master for future GameMaker use. :)

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