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[SOLVED] Can't get the FMOD PlugIn Integration working... (C++ Project)


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Posted (edited)

Hi there,

 

I am a little bit stuck here...

 

The Demos work (at least on 2.19 as I tried), FMOD is installed, and the plugin is enabled.

Fmod is installed in both SDKs. Also into the project. Root-Level and into the bin. (There is no picture of these in the bin, 

but trust me, they are also there.)

Still get an error that FMOD is not found. In a new project in 2.19 and also in a new project in 2.20. (both with FMOD plugin enabled.)

I can't find a solution to this problem.

Any idea how I can fix this?

 

Best,

tL.

fmod1.thumb.png.efff90027145e6952794d2eeec998d9c.pngfmod2.thumb.png.27697656552195571c114fce3b83ff1e.pngfmod3.thumb.png.419b0a1a428b0dcf71924f278820230b.pngfmod4.thumb.png.41d04b2c76659733038abe5b1f075287.png

Edited by Lytz187
Corrections
Posted

Hello,

Please refer to the following article: https://developer.unigine.com/en/docs/2.20/code/plugins/fmod/?rlang=cpp#install

It states that FMOD plugin files should be copied to the /bin folder of your project. Therefore, after configuring the project, please leave the /bin/plugins/Unigine/FMOD directory unchanged and copy the following files into the /bin folder:

  • fmod.dll and fmodL.dll from /api/core/lib/x64/
  • fmodstudio.dll and fmodstudioL.dll from /api/studio/lib/x64/

Please also note the following compatibility details:

  • For SDK 2.19 integration is available with FMOD version 2.02.
  • For SDK 2.20 you can use the latest FMOD 2.03 release.

Make sure you're using the appropriate version to avoid any compatibility issues.

Thanks!

image.png

Posted (edited)

Thank you, and yes I can read. :) I tried it with a new project in 2.19 with FMOD plugin enabled and moved the 2.02 FMOD dlls in the right directories, and the same with 2.20 with FMOD 2.03 and put them also in the bin directory. And after that didn't work, I copied them also in the project directory.  And as I said in my original thread:
 

Quote

 

Fmod is installed in both SDKs. Also into the project. Root-Level and into the bin. (There is no picture of these in the bin, 

but trust me, they are also there.)"

 

So what now? I've asked in the discord (a couple of days ago) if anyone has a simple, basic, running FMOD Demo with a new project in 2.20, seemingly no one has it... Do you have one?? :) That would be very kind. (I don't need neccesarily the fmod.dlls installed in the project, if that violates any copyright rules or what-not. I know where to place them and which version I need for which SDK...)

fmodBin.png

fmod2.png

Edited by Lytz187
Posted

..what I can see in your example, there are Fmod _vc.libs, I don't have these. Where do they come from?

Posted

Hello,

The article was mentioned simply to provide additional context. In the original screenshot you shared, all required files were placed in the /bin/plugins/Unigine/FMOD folder. However, some of them need to be copied directly into the /bin folder. So, we just wanted to additionally highlight this point to avoid confusion—the files need to be stored separately.

11 hours ago, Lytz187 said:

..what I can see in your example, there are Fmod _vc.libs, I don't have these. Where do they come from?

Those files were copied from the FMOD SDK purely for convenience—they are not required for the integration.

To help you move forward, we've recorded a screen capture demonstrating all the necessary steps to run the FMOD plugin with a new Unigine project. The video covers everything from downloading and installing the FMOD Engine SDK (both 2.02 and 2.03 for Unigine 2.19 and 2.20, respectively) to configuring the plugin.

By comparing these steps with your setup, you should be able to identify where the integration issue occurs.

Additionally, both sample projects have been uploaded to our cloud server and are available to download at the following link: https://nextcloud.unigine.com/s/iXNbf5AMPbDg7Mj

Simply unzip the archive and use the “ADD EXISTING” option in the SDK Browser under the “Projects” tab to select the .project file.

We hope this helps you proceed further with the integration.

Thanks!

Posted

Ah, I see in additional arguments `-extern_plugin "UnigineFMOD". I didn't do that. Maybe this is the culprit? I compile and run from Visual Studio 2022. Maybe this is missing then, because I don't run from the SDK Browser itself? 

Posted
16 minutes ago, Lytz187 said:

Ah, I see in additional arguments `-extern_plugin "UnigineFMOD". I didn't do that. Maybe this is the culprit? I compile and run from Visual Studio 2022. Maybe this is missing then, because I don't run from the SDK Browser itself? 

Yes, it's always necessary to pass the argument to initializing the plugin regardless of whether you launch the application from the SDK Browser or directly from the IDE. Please refer to the image included.

image.png

Thanks!

  • Like 1
Posted

Ah, this fixes everything. Thanks a lot for your time and effort!

  • silent changed the title to [SOLVED] Can't get the FMOD PlugIn Integration working... (C++ Project)
Posted
12 hours ago, Lytz187 said:

Ah, this fixes everything. Thanks a lot for your time and effort!

You're welcome!

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