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Copy file name to clipboardExpand all lines: fmod/doc/build-instructions.rst
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- Android SDK for platform 25 (Android 7.1 Nougat) or later (https://developer.android.com/studio)
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- Android NDK (install using the Android SDK Manager)
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To build the iOS plugin, you will need:
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- Xcode 14.0 or later (install from the Mac App Store)
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To build the documentation, you will need:
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- Sphinx (https://www.sphinx-doc.org)
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On Android, this will generate a Makefile for 32-bit ARM (``build/android-armv7-release/Makefile``) and build it.
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On iOS, this will generate an Xcode project (``build/ios/Phonon.xcodeproj``) and build it in the Release configuration.
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If CMake cannot generate the build system due to missing dependencies, you can run CMake directly and adjust settings that control where CMake looks for dependencies, and which targets it builds.
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The Steam Audio build script (``build.py``) lets you specify the following command line parameters to control its behavior:
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-p, --platform NAME
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Specifies the target platform. Valid options are ``windows``, ``linux``, ``osx``, and ``android``. Default is the current host platform.
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Specifies the target platform. Valid options are ``windows``, ``linux``, ``osx``, ``android``, and ``ios``. Default is the current host platform.
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-t, --toolchain NAME
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Specifies the compiler version (on Windows only). Valid options are ``vs2013``, ``vs2015``, ``vs2017``, ``vs2019``. Default is ``vs2015``.
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-a, --architecture NAME
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Specifies the CPU architecture to build for. Valid options are ``x86`` (32-bit Intel, available on Windows, Linux, and Android), ``x64`` (64-bit Intel, available on Windows, Linux, macOS, and Android), ``armv7`` (32-bit ARM, available on Android), and ``arm64`` (64-bit ARM, available on Android). Default is ``x64`` for Windows, Linux, and macOS; and ``armv7`` for Android.
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Specifies the CPU architecture to build for. Valid options are ``x86`` (32-bit Intel, available on Windows, Linux, and Android), ``x64`` (64-bit Intel, available on Windows, Linux, macOS, and Android), ``armv7`` (32-bit ARM, available on Android), and ``arm64`` (64-bit ARM, available on Android and iOS). Default is ``x64`` for Windows, Linux, and macOS; ``armv7`` for Android; and ``arm64`` for iOS.
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-c, --configuration NAME
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Specifies the build configuration. Valid options are ``debug`` and ``release``. Default is ``release``.
Copy file name to clipboardExpand all lines: fmod/doc/getting-started.rst
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1
Getting Started
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===============
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.. highlight:: c++
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Requirements
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------------
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- Linux (32-bit and 64-bit, tested with Ubuntu 18.04 LTS)
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- macOS 10.7 or later (64-bit Intel)
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- Android 5.0 or later (32-bit ARM, 64-bit ARM, 32-bit Intel)
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- iOS 11.0 or later (64-bit ARM)
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Add Steam Audio to your FMOD Studio project
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.. image:: media/unity_fmodsettings.png
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If you are building for iOS, do the following instead:
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1. In Unity's main menu, click **FMOD** > **Edit Settings**.
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2. Under **Static Plugins**, click **Add Plugin**.
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3. In the text box that appears, enter ``FMOD_SteamAudio_Spatialize_GetDSPDescription``.
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4. Click **Add Plugin** again.
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5. In the text box that appears, enter ``FMOD_SteamAudio_MixerReturn_GetDSPDescription``.
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6. Click **Add Plugin** again.
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7. In the text box that appears, enter ``FMOD_SteamAudio_Reverb_GetDSPDescription``.
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You can configure these static plugins as a platform-specific override for iOS, while using the ``phonon_fmod`` dynamic plugin on other platforms. For more information on how to do this, refer to the documentation for the FMOD Studio Unity integration.
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.. rubric:: Configure the Steam Audio Unity integration to use FMOD Studio
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1. In Unity's main menu, click **Steam Audio** > **Settings**.
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.. image:: media/unreal_fmodsettings.png
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If you are building for iOS, the version of the FMOD Studio Unreal Engine plugin you are using may not correctly initialize static DSP plugins, leading to errors at runtime. As a workaround, you can modify the ``Source/FMODStudio/Private/FMODStudioModule.cpp`` file in the FMOD Studio plugin's root directory:
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1. Near the top of the file, after all the ``#include`` directives, add::
This issue may be fixed in a newer version of FMOD Studio.
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.. rubric:: Configure the Steam Audio Unreal Engine plugin to use FMOD Studio
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1. In Unreal's main menu, click **Edit** > **Project Settings**.
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.. rubric:: Load the Steam Audio FMOD Studio integration
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1. When initializing FMOD Studio in your game engine, call ``FMOD::System::loadPlugin`` to load the Steam Audio FMOD Studio integration. The plugin files can be found in the ``steamaudio_fmod.zip`` file you downloaded earlier. The file name of the plugin depends on the platform:
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When initializing FMOD Studio in your game engine, call ``FMOD::System::loadPlugin`` to load the Steam Audio FMOD Studio integration. The plugin files can be found in the ``steamaudio_fmod.zip`` file you downloaded earlier. The file name of the plugin depends on the platform:
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- Windows 32-bit: ``lib/windows-x86/phonon_fmod.dll``
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- Windows 64-bit: ``lib/windows-x64/phonon_fmod.dll``
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- Linux 32-bit: ``lib/linux-x86/libphonon_fmod.so``
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- Linux 64-bit: ``lib/linux-x64/libphonon_fmod.so``
- Android x86 (32-bit): ``lib/android-x86/libphonon_fmod.so``
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On iOS, instead of calling ``FMOD::System::loadPlugin``, you will have to statically link to ``lib/ios/libphonon_fmod.a`` and use ``FMOD::System::registerDSP`` to register each of the Steam Audio DSP plugins. For example::
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