--------------------------------
FMOD Sample Bank/Stream Compiler
v1.27
Copyright Firelight Technologies 2002-2004.
--------------------------------
Index.
------
1. Introduction.
2. Using it to generate 1 FSB file, or multiple single FSB files!
3. Hit 'Build' and notice the RAM usage bar graph.
4. Error dialog box
5. Using FSB files in your program.
5.1 As a static sample bank.
5.2 For streaming.
6. Using list files
7. Command line options
8. Support
1. Introduction.
----------------
This tool takes wav files, mp3 files, ogg files, aiff files etc, and converts them
to the .FSB format (FMOD Sample Bank).
It will compress them in the native format of the machine.
2. Using it to generate 1 FSB file, or multiple single FSB files!
--------------------------------------------------------------
If you look to the top of the dialog, you will see a menu item called 'Build Mode'.
In this you can tell FSBank to write out 1 packed FSB file with all your sounds in it,
or alternatively write out 1 FSB for each sound you provide. This is useful for streams.
- The default mode is 'Generate Single FSB File'
This means if you provide a source directory to compile from, it will compile every sound
in that directory structure recursively, into a single .FSB file.
This is mainly used for sample banks, or packing streams into a single file for indexed streaming.
- The second mode type is 'Generate Multiple FSB Files'
This mode means that for every sound in your specified source directory, it will generate
an equivalent FSB file in the specified destination directory. This would only realistically be
used for streams, as a sort of 'batch converter'.
It will build all files into the directory you specify by default. If you want to recreate
the directory structure from the source directory, click 'Rebuild source directory tree to
destination'
- The third mode is 'Generate Single Interleaved FSB file'
This mode means it will take all input files, and interleave them into one FSB file.
For example, a normal stereo stream is interleaved as LRLRLRLR etc.
This is what it would look like if you provided 2 mono files or 1 stereo file as the source.
If you specify more, for example 4 mono files, and a stereo file, the resulting FSB looks like
this : 123456123456123456.
What this means is multiple audio tracks can be played back as one stream, and seeking is eliminated.
Each channel within this multitrack stream can have its attributes modified (ie volume/pan) so you
can use this feature for interactive music, or mood based ambiences. Many other uses could be found.
3. Hit 'Build' and notice the RAM usage bar graph.
-----------------------------------------------
Press the big 'Build' button and it will start compiling.
Notice the RAM usage bar graph below. If you intend to load the FSB into ram for sample
playback (not streamed), then you will have to make sure the graph does not go red. This
means you will have overflowed sound ram and you will not fit all of your sounds in.
On PlayStation 2, SPU2 ram has 1,790kb available for sound if you are using full reverb.
If you uncheck 'Reverb Core0 enabled' or 'Reverb Core1 enabled' you gain 128k to give 1,918kb free.
If you uncheck 'Reverb Core1 enabled' and 'Reverb Core0 enabled' you gain 256k to give 2,046kb free.
Note disabling reverb has to be coupled in the code by using FSOUND_REVERB_FLAGS_CORE0 and/or
FSOUND_REVERB_FLAGS_CORE1 in the call to FSOUND_Init.
If you intend to use the FSB file(s) for streaming purposes, ignore the ram usage warnings as
streams can be of unlimited size.
4. Error dialog box
--------------------
When the build has completed, a list of warnings will appear.
'Memory for this platform has been exceeded'
If your usage is intended for static loading into memory for sample playback. You have overrun
the hardware memory.
If you intend to use the file(s) for streaming then ignore this message. On PlayStation 2, Streams
use 4k of SPU2 memory if targeted for SPU2 (and not IOP).
5. Using FSB files in your program.
-----------------------------------
5.1 As a static sample bank.
----------------------------
To load a bank use FMUSIC_LoadSong.
To get access to the individual samples (FSOUND_SAMPLE) use FMUSIC_GetSample.
The C header contains #defines to reference the sound from your code with FMUSIC_GetSample.
You can even preview a .FSB file from your program with FMUSIC_PlaySong!
It will simply play through all sounds in the bank sequentially and then stop.
5.2 For streaming.
------------------
To open an FSB file as a stream use FSOUND_Stream_OpenFile.
call FSOUND_Stream_Play to play the first stream in the FSB file.
call FSOUND_Stream_SetSubStream to make the stream seek to the relevant file.
use the #defines generated by FSBank in this function.
calling this will stop the stream if it is already playing.
FSOUND_Stream_SetSubStreamSentence can be used to 'stitch', or 'sentence' multiple substreams together.
6. Using list files
------------------------
You can specify a text file for the build source rather than a directory. This text file must contain
a list of the files you want to build into an FSB. Each file must start on a new line. You can also
specify sample defaults for each file in the list by appending them to the filename in a comma-seperated
list. Here's an example list file :
jungle.wav
goonie.wav, deffreq=22050, defvol=128, defpan=128, defpri= 128, varfreq=2000, varvol=128
freddo.wav, deffreq=44100, varfreq=4000, mindistance=500.0
blarg.wav, fsound_2d, fsound_loop_normal
The defaults that you can specify are :
deffreq Frequency in hz e.g. deffreq = 44100
defvol Volume (0 - 255) e.g. defvol = 255
defpan Pan (0 - 255) e.g. defpan = 128
defpri Priority (0 - 255) e.g. defpri = 128
varfreq Frequency variation in hz e.g. varfreq = 2000
varvol Volume variation (0 - 255) e.g. varvol = 128
varpan Pan variation (0 - 255) e.g. varpan = 64
fsound_2d See FSOUND_2D mode bit e.g. fsound_2d
fsound_hw2d See FSOUND_HW2D mode bit e.g. fsound_hw2d
fsound_hw3d See FSOUND_HW3D mode bit e.g. fsound_hw3d
fsound_loop_normal See FSOUND_LOOP_NORMAL mode bit e.g. fsound_loop_normal
fsound_loop_bidi See FSOUND_LOOP_BIDI mode bit e.g. fsound_loop_bidi
mindistance Minimum volume distance in "units" (See FSOUND_Sample_SetMinMaxDistance) e.g. mindistance = 1.0
maxdistance Maximum volume distance in "units" (See FSOUND_Sample_SetMinMaxDistance) e.g. maxdistance = 1000.0
7. Command Line Options
------------------------
Usage: fsbank <-o dest> <source> [-p ps2|gc|xbox|cross] [-f vag|gcadpcm|xadpcm|pcm|source] [-m s|m|i] [-d] [-r 0|1] [-h] [-b] [-?] [-a]
-o dest Destination FSB file/directory
source Source directory or list file
-p ps2|gc|xbox|cross Target platform (default = cross)
-f vag|gcadpcm|xadpcm|pcm|source|adpcm Target format (default = pcm)
-m s|m|i Build mode :
s = Single FSB (default)
m = Multiple FSBs
i = single Interleaved FSB
-d Rebuild dir structure (Multiple FSB only) (default =
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FMOD 3 Programmers API
共127个文件
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dsp:14个
bat:13个
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FMOD 3 Programmers API (127个子文件)
libfmod.a 183KB
fmod.bas 69KB
runme.bat 227B
WATCOM.BAT 102B
watcom.bat 101B
watcom.bat 100B
WATCOM.BAT 100B
watcom.bat 99B
watcom.bat 98B
watcom.bat 98B
WATCOM.BAT 98B
watcom.bat 96B
watcom.bat 95B
watcom.bat 95B
watcom.bat 94B
Main.c 135KB
sdriver.c 15KB
reverb.c 14KB
lowpass.c 12KB
FMOD.chm 428KB
fsbanklib.chm 28KB
Main.cpp 23KB
Main.cpp 17KB
Main.cpp 17KB
Main.cpp 14KB
Main.cpp 10KB
Main.cpp 10KB
Main.cpp 7KB
Main.cpp 7KB
Main.cpp 7KB
Main.cpp 7KB
Main.cpp 6KB
Main.cpp 2KB
example.cpp 1KB
fmod.dcu 26KB
fmodtypes.dcu 11KB
fmoderrors.dcu 2KB
about.dfm 100KB
main.dfm 9KB
main.dfm 3KB
config.dfm 3KB
fmod64.dll 404KB
fmod.dll 159KB
Ex3d1.dpr 17KB
simple.dpr 11KB
stream2.dpr 9KB
stream1.dpr 7KB
simplest.dpr 4KB
testbed.dpr 329B
simple.dpr 190B
fmodsample.dsp 7KB
simple.dsp 6KB
example.dsp 4KB
userstream.dsp 3KB
stream.dsp 3KB
Simplest.dsp 3KB
record.dsp 3KB
multiple.dsp 3KB
dsp.dsp 3KB
3d.dsp 3KB
netstream.dsp 3KB
cddarip.dsp 3KB
cdda.dsp 3KB
fsb.dsp 3KB
fsbankcl.exe 384KB
fsbank.exe 384KB
fmod.exe 56KB
asioconfig.exe 52KB
multiple.exe 24KB
dsp.exe 16KB
record.exe 16KB
simple.exe 16KB
cdda.exe 16KB
cddarip.exe 16KB
fsb.exe 16KB
simplest.exe 16KB
netstream.exe 16KB
3d.exe 16KB
stream.exe 16KB
userstream.exe 16KB
Form1.frm 14KB
footsteps.fsb 5KB
fmod.h 73KB
fmoddyn.h 39KB
resource.h 7KB
fsbanklib.h 6KB
fmod_errors.h 2KB
wincompat.h 1KB
lowpass.h 1KB
reverb.h 985B
sdriver.h 94B
FSBANK.HLP 10KB
fmod.ico 4KB
fmodlcc.lib 167KB
fmodwc.lib 130KB
fmodvc.lib 58KB
fmod64vc.lib 54KB
fsbanklibMTD.lib 53KB
fsbanklibMT.lib 53KB
fmodbc.lib 33KB
共 127 条
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资源评论
- qq_392263702017-09-23很好的资料,很齐全,谢谢.
- horeaper2012-08-28虽然现在有FMOD Ex,但是还是喜欢用FMOD,感谢分享,官网下不到了哦!
- DarkMagician_Potter2012-03-11里面有个fmod的chm,很详细的资料介绍。。。谢谢
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