Game Development Community

Trying to build.. fmod errors?

by Andy Gilbert · in Torque 3D Professional · 11/19/2012 (5:10 am) · 5 replies

HI, im trying to build my project and after alot of mesing with files and linking the final errors are only these:

1>------ Build started: Project: Drive DLL, Configuration: Release Win32 ------
1>  sfxFMODBuffer.cpp
1>  sfxFMODDevice.cpp
1>../../../../../Engine/source/sfx/fmod/sfxFMODBuffer.h(26): fatal error C1083: Cannot open include file: 'fmod.h': No such file or directory
1>  sfxFMODEvent.cpp
1>  sfxFMODEventGroup.cpp
1>  sfxFMODEventSource.cpp
1>../../../../../Engine/source/sfx/fmod/sfxFMODEvent.h(36): fatal error C1083: Cannot open include file: 'fmod_event.h': No such file or directory
1>  sfxFMODPlugin.cpp
1>../../../../../Engine/source/sfx/fmod/sfxFMODEventGroup.h(36): fatal error C1083: Cannot open include file: 'fmod_event.h': No such file or directory
1>  sfxFMODProject.cpp
1>../../../../../Engine/source/sfx/fmod/sfxFMODEventSource.h(30): fatal error C1083: Cannot open include file: 'fmod_event.h': No such file or directory
1>  sfxFMODProvider.cpp
1>../../../../../Engine/source/sfx/fmod/sfxFMODVoice.h(36): fatal error C1083: Cannot open include file: 'fmod.h': No such file or directory
1>  sfxFMODVoice.cpp
1>../../../../../Engine/source/sfx/fmod/sfxFMODEvent.h(36): fatal error C1083: Cannot open include file: 'fmod_event.h': No such file or directory
1>../../../../../Engine/source/sfx/fmod/sfxFMODProject.h(39): fatal error C1083: Cannot open include file: 'fmod_event.h': No such file or directory
1>../../../../../Engine/source/sfx/fmod/sfxFMODVoice.h(36): fatal error C1083: Cannot open include file: 'fmod.h': No such file or directory
1>../../../../../Engine/source/sfx/fmod/sfxFMODVoice.h(36): fatal error C1083: Cannot open include file: 'fmod.h': No such file or directory
2>------ Build started: Project: NP Drive Plugin, Configuration: Release Win32 ------
3>------ Build started: Project: Drive, Configuration: Release Win32 ------
3>LINK : fatal error LNK1181: cannot open input file 'D:Torque3D-masterMy ProjectsDrivegameDrive.lib'
2>LINK : fatal error LNK1181: cannot open input file 'D:Torque3D-masterMy ProjectsDrivegameDrive.lib'
========== Build: 0 succeeded, 3 failed, 17 up-to-date, 0 skipped ==========

Does anyone know how to fix this? After doing some research im sure to use fmod commercially you need to pay for a licence, if thats the case i dont want to use fmod?

Im using vs2010 express

Thanks
Andy

#1
11/19/2012 (6:07 am)
You don't need a license to use fmod
May be you get so many errors because you install Torque in one directory, move a project to another and now wanna rebuild. Project paths direct to an old directory
#2
11/19/2012 (10:39 am)
If I remember correctly, Fmod was removed from the MIT version because of licensing issues. If your using the MIT version, I don't think Fmod is included. Perhaps I am wrong but I think I read it here in the forums.
#3
11/19/2012 (10:46 am)
May be, but I use Torque 1.1
#4
11/21/2012 (7:53 am)
@Andy:
What version of Torque 3D are you using?

If you're using the retail version of T3D 1.2 then the Fmod header files should already be included with the engine. Perhaps try running generateProjects.bat again?

If you're using the master branch of the MIT licensed version from GitHub then Fmod is not included and will not work if you manually try to enable it. We had to remove the headers from the open source version and did not put in a replacement before launching on GitHub.

If you're using the development branch from GitHub then Fmod should work. You will need to download and install the Fmod SDK from www.fmod.org. Specifically we support v4.42.03 Stable. After installing the Fmod SDK try running generateProjects.bat again for your project.

I hope that helps!

- Dave
#5
01/06/2014 (2:35 am)
Its fairly easy to manually add in as well.. The only thing that threw me
for a couple of minutes was the fmod_event.h which is not part of the
base API include files but is part of the : fmoddesignerapi, so just had
to add those ones in as well. Doing it manually enables me to utilize
the 64bit verison lib as well, so I can setup both a 32bit and 64bit
builds.