#fmod #engine #applications #integrating #wrapper #manual #idiomatic

libfmod

A library wrapper for integrating FMOD Engine in Rust applications

13 stable releases

2.217.0 Sep 18, 2023
2.206.5 Mar 19, 2024
2.206.4 Jan 25, 2024
2.206.3 Dec 25, 2023
0.1.6 Feb 23, 2022

#24 in Audio

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Used in 2 crates

MIT license

745KB
19K SLoC

libFMOD

Crates.io Version LICENSE MSRV

A library wrapper for integrating FMOD Engine in Rust applications. FFI wrapped in Rust code to make them safe, more idiomatic and abstract away uncomfortable manual C interface using.

Installation

A crate uses FMOD development libraries version to simplify version match and avoid link-time errors because of incompatible FMOD API changes in patched versions.

FMOD API version encoded in left-most major and minor components. But changes and bug fixes in library wrapper encoded using patch component, such as 2.206.1 or 2.217.1.

For example for FMOD Engine 2.02.06 you should use:

[dependencies]
libfmod = "~2.206"

That means that if backwards compatible bug fix 2.206.2 is published, that will be chosen as the greatest release for your project with FMOD 2.02.06 version.

FMOD Development Libraries

FMOD development libraries can't be integrated and distributed as part of this crate. You should download and install it considering your platform from: https://www.fmod.com/download

Windows (MSVC)

You should manually provide FMOD development libraries for MSVC linker. Copy following files from default FMOD Engine installation folder C:\Program Files (x86)\FMOD SoundSystem\FMOD Studio API Windows\:

.\api\core\lib\x64\fmod.dll
.\api\core\lib\x64\fmod_vc.lib
.\api\studio\lib\x64\fmodstudio.dll
.\api\studio\lib\x64\fmodstudio_vc.lib

To one of the folders where Rust can find these libraries:

.\target\debug\deps\
%USERPROFILE%\.rustup\toolchains\stable-x86_64-pc-windows-msvc\lib\rustlib\x86_64-pc-windows-msvc\lib

⚠️ When you're shipping your application make sure to copy FMOD *.dll to the same directory that your *.exe is in.

Linux / macOS

Before you can use libfmod, FMOD libraries must be installed on your computer. The standard locations for dynamic libraries on unix are /usr/local/lib and /usr/lib.

You may also place the files in a non-standard location in your file system, but you must create symbolic links to that location this way:

ln -s ~/FMOD/api/core/lib/libfmod.dylib /usr/local/lib/libfmod.dylib
ln -s ~/FMOD/api/studio/lib/libfmodstudio.dylib /usr/local/lib/libfmodstudio.dylib

You may also place the files in location in which Rust searches for dynamic libraries by default:

./target/debug/
./target/debug/deps/
~/.rustup/toolchains/<your_toolchain>/lib/
~/lib/

⚠️ When you're shipping your application make sure to copy FMOD libraries to the same directory that your executable is in.

Why no build options?

  • FMOD does not allow static linking
  • The crate not implement dynamic loading, only dynamic linking
  • There is no simple way to control how Rust search for libraries

So, we can provide some configuration (e.g "FMOD_SDK" location variable), but this is not useful because you still have to install the FMOD libraries as described above.

Features

You can enable or disable wrapper features depending on your needs:

  • flags provides C-style flags with ergonomic Rust API based on bitflags crate

Getting Started

The simplest way to get started is to initialize the FMOD system, load a sound, and play it. Playing a sound does not block the application, all functions execute immediately, so we should poll for the sound to finish.

use libfmod::{Error, System, Init, Mode};

fn test_playing_sound() -> Result<(), Error> {
    let system = System::create()?;
    system.init(512, Init::NORMAL, None)?;
    let sound = system.create_sound("./path/to/my/sound.ogg", Mode::DEFAULT, None)?;
    let channel = system.play_sound(sound, None, false)?;
    while channel.is_playing()? {
        // do something else
    }
    system.release()
}

See more examples in tests folder.

Contributing

This library is automatically generated by libfmod-gen and can't be changed manually. All issues and pull requests must be created in repository of generator.

Dependencies