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@mitchcurtis
Last active April 22, 2024 05:03
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Simple C++ FMOD example
#include <iostream>
#include <chrono>
#include <thread>
#include <fmod.hpp>
#include <fmod_errors.h>
bool succeededOrWarn(const std::string &message, FMOD_RESULT result)
{
if (result != FMOD_OK) {
std::cerr << message << ": " << result << " " << FMOD_ErrorString(result) << std::endl;
return false;
}
return true;
}
FMOD_RESULT F_CALLBACK channelGroupCallback(FMOD_CHANNELCONTROL *channelControl,
FMOD_CHANNELCONTROL_TYPE controlType, FMOD_CHANNELCONTROL_CALLBACK_TYPE callbackType,
void *commandData1, void *commandData2)
{
std::cout << "Callback called for " << controlType << std::endl;
return FMOD_OK;
}
int main(int argc, char *argv[])
{
FMOD_RESULT result;
FMOD::System *system = nullptr;
// Create the main system object.
result = FMOD::System_Create(&system);
if (!succeededOrWarn("FMOD: Failed to create system object", result))
return 1;
// Initialize FMOD.
result = system->init(512, FMOD_INIT_NORMAL, nullptr);
if (!succeededOrWarn("FMOD: Failed to initialise system object", result))
return 1;
// Create the channel group.
FMOD::ChannelGroup *channelGroup = nullptr;
result = system->createChannelGroup("inGameSoundEffects", &channelGroup);
if (!succeededOrWarn("FMOD: Failed to create in-game sound effects channel group", result))
return 1;
// Create the sound.
FMOD::Sound *sound = nullptr;
system->createSound("/Users/foo/audio/bar.wav", FMOD_DEFAULT, nullptr, &sound);
// Play the sound.
FMOD::Channel *channel = nullptr;
result = system->playSound(sound, nullptr, false, &channel);
if (!succeededOrWarn("FMOD: Failed to play sound", result))
return 1;
// Assign the channel to the group.
result = channel->setChannelGroup(channelGroup);
if (!succeededOrWarn("FMOD: Failed to set channel group on", result))
return 1;
// Set a callback on the channel.
channel->setCallback(&channelGroupCallback);
if (!succeededOrWarn("FMOD: Failed to set callback for sound", result))
return 1;
bool isPlaying = false;
do {
std::this_thread::sleep_for(std::chrono::milliseconds(10));
channel->isPlaying(&isPlaying);
system->update();
} while (isPlaying);
// Clean up.
sound->release();
channelGroup->release();
system->release();
return 0;
}
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