Expand description
§bevy_fmod
This crate aims to provide an idiomatic Bevy plugin for FMOD. This crate
wraps libfmod and is therefore constrained to the same version of
FMOD that it uses.
Version 0.9.0 of this crate is compatible with Bevy 0.17 and FMOD 2.02.22.
[!WARNING]
This crate is not affiliated with FMOD in any way. It is not endorsed by or affiliated with Firelight Technologies Pty, Ltd. To use FMOD in your application, you are required to include attribution by Firelight Technologies’ terms. Learn more here.
§Getting started
§Linking the FMOD library
To use this crate, you need to link the FMOD library.
Due to FMOD’s licensing, this crate does not include the required FMOD libraries. You will need to download the appropriate libraries here. This requires a free FMOD account.
For maximum compatibility, we recommend to download the same version of FMOD
that libfmod uses. The latest supported version is 2.02.22.
The FMOD Studio download contains the FMOD Studio desktop application, which is mostly used by who do sound design for your game. To use this crate, you need to download the FMOD Engine package. This package contains both the FMOD Studio API library and the FMOD Engine API library.
Windows
§Windows
Download and install FMOD Engine for Windows. When installing, a folder will be created with FMOD libraries. Copy the following files into root of your project:
api/core/lib/x64/fmod.dllapi/studio/lib/x64/fmodstudio.dll
When publishing your game, you will need to include these libraries in the same directory as the executable.
[!CAUTION]
The
libfmodcrate requires you to suffix the libraries with_vclike this:
fmod_vc.dllfmodstudio_vc.dllThis is only necessary for Windows. I don’t know the background of this requirement, but it was too little of a problem to investigate further.
For the nerds that want to dive deeper, this behavior is defined in the crates build.rs file.
The final game will ship with the following structure:
My Game/
├── My Game.exe
├── fmod_vc.dll
└── fmodstudio_vc.dllMacOS
§MacOS
- Download “FMOD Engine” for MacOS.
- In the dmg file, open the
FMOD Programmers APIfolder. - You will need these files:
api/core/lib/libfmod.dylibapi/studio/lib/libfmodstudio.dylib
Linking on MacOS is a bit different to Windows, as the defaults of the OS are
not as straight forward as Windows. Also, Windows seems to take parent
directories into account. During development, it is sufficient to put the
libraries in the root of your project. When building, the built executable is
contained in the target/debug directory. Now on Windows, this doesn’t seem to
be a problem, but on MacOS, the executable is unable to find the libraries.
To fix this, you have to pass some flags to cargo during development. Have a
look at this .cargo/config.toml:
[target.aarch64-apple-darwin]
rustflags = [
"-L", "native=./vendor/fmod/macos",
"-C", "link-arg=-Wl,-rpath,./vendor/fmod/macos",
]The first line tells cargo where to look for libraries during development. If
you keep the libraries in the root of your project, there is no problem when
building the project. However, when running the executable, it will not find the
libraries, as the executable is in the target/debug directory.
I recommend putting the libraries in a known folder like vendor/fmod and then
pass the path to cargo using the
-L flag. There are different ways to do this, but using the
.cargo/config.toml is the most convenient to me.
The second line will determine the rpath of the executable. This is the path
where the executable will look for the libraries. By default, executables will
look in a variety of places, including the directory the executable is in. This
is fine when publishing the game, as you can just use the Windows method and put
the libraries in the same directory as the executable. However, during
development, the executable is in the target/debug directory, which gets
generated automatically by cargo and does not contain the libraries. The
"-C", "link-arg=-Wl,-rpath,./vendor/fmod/macos" flag will tell the executable to
look in the vendor/fmod/macos directory of your project for the libraries.
By the end, your project structure should look like this:
my_game/
├── .cargo/
│ └── config.toml
├── src/
│ └── <source files>
├── vendor/
│ ├── fmod/
│ │ ├── libfmod.dylib
│ │ ├── libfmodL.dylib
│ │ ├── libfmodstudio.dylib
│ │ └── libfmodstudioL.dylib
│ └── <other external libraries>
└── Cargo.tomlLinux
§Linux
[!WARNING] This section might be outdated. The approach described here does work, but does not align with what is described in the Windows and MacOS sections.
Below are the steps for a fairly minimal method to link the libraries. See the comments in build.rs for more information.
- Download the “FMOD Studio” and “FMOD Engine” package for Linux.
- Create a new folder
fmodin the root of your project. - Extract the
apifolder into it. - Copy the contents of build.rs into your own build script.
§Examples
To get started fast, I recommend you to check out the minimal example. It contains the minimum amount of code to get audio playing.
To test the examples of this library, clone the repository. FMOD Studio comes
with an Examples project. Open it and select File > Save as.... Save the
project as <bevy_fmod>\assets\audio\demo_project.fspro. Now, build the
project (
File > Build). This will create a folder called
.\assets\audio\demo_project\Build which is used by our examples.
§About FMOD
FMOD is a cross-platform audio engine that is used in many games. It is a commercial product, with a free license available for specific terms.
§Supported platforms
List of supported / tested platforms for this crate. Other platforms might work, but have not been tested. List of platforms taken from the FMOD documentation.
| Platform | Support | Issue |
|---|---|---|
| Windows | ✅ | |
| Mac | ✅ | |
| Linux | ✅ | |
| iOS | ❌ | |
| Android | ❌ | |
| Open Harmony | ❌ | |
| Universal Windows Platform (UWP) | ❌ | |
| HTML5 | ❌ ️ | https://github.com/Salzian/bevy_fmod/issues/51 |
[!NOTE]
Pull requests are welcome.
§Features
§Live Update
Live update is a way of connecting FMOD Studio to your game as it runs, allowing you to update and monitor audio content in real time. Read more about it here.
To enable live update, you need to enable the live-update feature. While you
can do so in Cargo.toml, we recommend explicitly enabling it with the
--features flag. This way, you won’t accidentally include it in your release
builds.
cargo run --example minimal --features live-update§Utilities
With version 0.9.0, this crate includes a few utilities that are not part of
the main API, but make sense to have in the context of a bevy game. To read
more about them, check out the utilities
module in the documentation.
Utilities are part of the utilities feature, which is enabled by default.
Re-exports§
pub use libfmod;
Modules§
- components
- Components used for integrating FMOD in a Bevy application.
- prelude
- Re-exports the most commonly used types, traits, and functions in this crate.
- utilities
- Utilities
Structs§
- Fmod
Plugin - Initializes the FMOD Studio API and provides systems to update the audio sources and listeners.
- Fmod
Studio - A resource that wraps the
Studioobject from the FMOD library.