# FmodAudio **Repository Path**: malong1983/FmodAudio ## Basic Information - **Project Name**: FmodAudio - **Description**: No description available - **Primary Language**: C++ - **License**: MIT - **Default Branch**: master - **Homepage**: None - **GVP Project**: No ## Statistics - **Stars**: 0 - **Forks**: 0 - **Created**: 2024-01-29 - **Last Updated**: 2024-01-29 ## Categories & Tags **Categories**: Uncategorized **Tags**: None ## README # FmodAudio [![NuGet Version](https://img.shields.io/nuget/v/FmodAudio)](https://nuget.org/packages/FmodAudio) [![Join FmodAudio's Discord](https://img.shields.io/badge/chat%20on-discord-7289DA)](https://discord.gg/cNcbHF5) Welcome to FmodAudio, a C# Wrapper for the FMOD audio library. This library has been written for .NET 5 and above. In order to use this library, you will need to download the FMOD native binaries from https://www.fmod.com/download If you find a bug, or have a feature request, please file an issue on github, and I'll review it as soon as possible. Alternatively you can now join FmodAudio's Discord server, and talk with me directly. (Link Above) If you wish to contribute, see `CONTRIBUTING.md` How to use FmodAudio -------------------- First off, this wrapper allows you to choose a location to look for the native library through the `Fmod.SetLibraryLocation()` method. Use this if you have a non-standard place you put the library. Now you have two options for calling into FMOD. The first and recommended way is to use the Object Oriented wrapper Types (`FmodSystem`, `Sound`, `Channel`, etc.) beginning with calling `Fmod.CreateSystem()`. Alternatively, you have direct access to the binding through the `Fmod.Library` property for situations where FMOD gives you a OOP handle directly via callbacks. All FMOD API methods are exposed through the class this property returns. All API methods and structures are documented in https://www.fmod.com/resources/documentation-api?version=2.1&page=core-api.html Example usage found in the `Examples` directory of this repository.