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libfmod

A library wrapper for integrating FMOD Engine in Rust applications

21 stable releases

2.222.6 Oct 15, 2024
2.222.4 Sep 4, 2024
2.222.3 Jul 29, 2024
2.217.0 Sep 18, 2023
0.1.6 Feb 23, 2022

#26 in Audio

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Used in 3 crates

MIT license

745KB
19K SLoC

libfmod

Crates.io Version LICENSE MSRV

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

Installation

[dependencies]
libfmod = "~2.222"

Choose one of FMOD supported versions:

libfmod FMOD Status End of life
2.222 2.02.22 active
2.206 2.02.06 frozen 2024-09-03

Active: new features, bugfixes, and security fixes are accepted, new crates are still released.

Frozen: no further changes can be pushed to it.

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 crate features depending on your needs:

  • flags(default) provides C-style flags with ergonomic Rust API based on bitflags crate
  • logging links logging version of FMOD libraries (fmodL.dll, fmodstudioL.dll, etc)

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 generated by libfmod-gen and can't be changed manually.

But understanding how a generator works can be quite challenging. So you could make changes of libfmod manually to show in pull request how the final code should look.

Dependencies