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Skyline Forums • View topic - FMod Audio in Skyline
From time to time we will inform the community of certain areas of Skyline Development. If we have decided to add a new features or new demos in development etc we will try to make a post in this topic.Feel free to leave your comments to help encourage out development team ; )

FMod Audio in Skyline

FMod Audio in Skyline

Postby StarFire » 30 Apr 2015, 20:16

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Re: FMod Audio in Skyline

Postby TattieBoJangle » 30 Apr 2015, 20:30

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Re: FMod Audio in Skyline

Postby StarFire » 30 Apr 2015, 20:39

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Re: FMod Audio in Skyline

Postby StevenP » 01 May 2015, 15:14

As long as we can chose not to use it. That way for one game I may use it but for others I may not. Hopefully, this wouldn't conflict with their license of 1 title per year (I would assume that's 1 title that uses FMod per year.)
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Re: FMod Audio in Skyline

Postby SolarPortal » 01 May 2015, 15:23

yeah, that's what we believe.

The problem being is that it would be integrated into skyline, which means it is being redistributed and can't be taken out.
So does that mean we would need to have two versions of the Skyline Editor, player, game .exe's based on whether the license for FMOD is accepted on the installer or not.

We are going to leave the current audio system in as default so you can do what you are saying Steven.



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Re: FMod Audio in Skyline

Postby StevenP » 01 May 2015, 16:04

I think for VR positional audio is very important which would be a good use of FMod. But for something like a puzzle game, not so much. ;)
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Re: FMod Audio in Skyline

Postby SolarPortal » 01 May 2015, 16:13

Well, the current sound system already has positional audio, albeit not the greatest, but it works enough to give you the sense of immersion. You just have to remember to create a mono sound lol :P



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