FmodAudio 1.0.0
See the version list below for details.
dotnet add package FmodAudio --version 1.0.0
NuGet\Install-Package FmodAudio -Version 1.0.0
<PackageReference Include="FmodAudio" Version="1.0.0" />
paket add FmodAudio --version 1.0.0
#r "nuget: FmodAudio, 1.0.0"
// Install FmodAudio as a Cake Addin #addin nuget:?package=FmodAudio&version=1.0.0 // Install FmodAudio as a Cake Tool #tool nuget:?package=FmodAudio&version=1.0.0
Wrapper Library for the Fmod Core API in C#. Requires .NET Core 2.1+. Use requires that you download the fmod native binaries from their website. https://www.fmod.com/download
Product | Versions Compatible and additional computed target framework versions. |
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.NET | net5.0 was computed. net5.0-windows was computed. net6.0 was computed. net6.0-android was computed. net6.0-ios was computed. net6.0-maccatalyst was computed. net6.0-macos was computed. net6.0-tvos was computed. net6.0-windows was computed. net7.0 was computed. net7.0-android was computed. net7.0-ios was computed. net7.0-maccatalyst was computed. net7.0-macos was computed. net7.0-tvos was computed. net7.0-windows was computed. net8.0 was computed. net8.0-android was computed. net8.0-browser was computed. net8.0-ios was computed. net8.0-maccatalyst was computed. net8.0-macos was computed. net8.0-tvos was computed. net8.0-windows was computed. |
.NET Core | netcoreapp2.1 is compatible. netcoreapp2.2 was computed. netcoreapp3.0 was computed. netcoreapp3.1 was computed. |
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.NETCoreApp 2.1
- AdvancedDLSupport (>= 3.1.0)
NuGet packages
This package is not used by any NuGet packages.
GitHub repositories (1)
Showing the top 1 popular GitHub repositories that depend on FmodAudio:
Repository | Stars |
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ConcreteMC/Alex
A Minecraft client written in C# aimed at compatibility with MC:Java & MC:Bedrock
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Greatly simplifies creating a custom DSP for those using FMOD's DSP api. You can now simply inherit from `FmodAudio.Dsp.UserDefinedDSP` and overload the methods you wish FMOD to use.
Internal tracking of managed objects has been rewritten to use GCHandle instead of manual handle to object Dictionary lookup. With this change, I am utilizing the user data pointer in FMOD native objects for this purpose, and will no longer be exposing the ability to retrieve or set them. I appologize if this causes any inconvenience to users of this class library.
As Always, please log an issue on the github repo if you run into any issues.