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  4. How to set up the FMOD audio library in Qt Creator for Android

How to set up the FMOD audio library in Qt Creator for Android

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  • J JoeCFD
    18 Aug 2023, 18:13

    @8Observer8 Very few people have phones with Android 7.

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    8Observer8
    wrote on 18 Aug 2023, 18:58 last edited by
    #19

    @JoeCFD said in How to set up the FMOD audio library in Qt Creator for Android:

    Very few people have phones with Android 7.

    I think the smaller the version, the more you can capture the audience. Let's say if you build for Android 4, then the application will run on Android 4, 5, 6, 7, 8, 9, 10, 11 and so on. But if you build on the latest version of Android, then the audience will be very small.

    J 1 Reply Last reply 18 Aug 2023, 19:02
    0
    • 8 8Observer8
      18 Aug 2023, 18:58

      @JoeCFD said in How to set up the FMOD audio library in Qt Creator for Android:

      Very few people have phones with Android 7.

      I think the smaller the version, the more you can capture the audience. Let's say if you build for Android 4, then the application will run on Android 4, 5, 6, 7, 8, 9, 10, 11 and so on. But if you build on the latest version of Android, then the audience will be very small.

      J Offline
      J Offline
      JoeCFD
      wrote on 18 Aug 2023, 19:02 last edited by JoeCFD
      #20

      @8Observer8 then you need to add the support up to Android 13. Did you do it? Or you simply made Android 7 support?

      my app supports Android 11, 12 and 13.

      8 2 Replies Last reply 18 Aug 2023, 19:17
      0
      • J JoeCFD
        18 Aug 2023, 19:02

        @8Observer8 then you need to add the support up to Android 13. Did you do it? Or you simply made Android 7 support?

        my app supports Android 11, 12 and 13.

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        8 Offline
        8Observer8
        wrote on 18 Aug 2023, 19:17 last edited by 8Observer8
        #21

        @JoeCFD said in How to set up the FMOD audio library in Qt Creator for Android:

        my app supports Android 11, 12 and 13.

        I think Android is backward compatible. That is, if I created applications with the selected Android 4, this means that the application will work not only on Android 4, but also on Android 5, 12 and 13.

        J 1 Reply Last reply 18 Aug 2023, 20:05
        0
        • 8 8Observer8
          18 Aug 2023, 19:17

          @JoeCFD said in How to set up the FMOD audio library in Qt Creator for Android:

          my app supports Android 11, 12 and 13.

          I think Android is backward compatible. That is, if I created applications with the selected Android 4, this means that the application will work not only on Android 4, but also on Android 5, 12 and 13.

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          J Offline
          JoeCFD
          wrote on 18 Aug 2023, 20:05 last edited by
          #22

          @8Observer8 I guess not. I built my app for Android 11 and 12 at first. And it did not work on Android 13. I had to add 13 support in the build.

          8 2 Replies Last reply 18 Aug 2023, 20:46
          0
          • J JoeCFD
            18 Aug 2023, 20:05

            @8Observer8 I guess not. I built my app for Android 11 and 12 at first. And it did not work on Android 13. I had to add 13 support in the build.

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            8Observer8
            wrote on 18 Aug 2023, 20:46 last edited by 8Observer8
            #23

            @JoeCFD I need to check it out. Later, I'm going to create a blank window for Qt for Android 7 and run it on Android 12. I can't believe the blank window won't work.

            1 Reply Last reply
            0
            • J JoeCFD
              18 Aug 2023, 20:05

              @8Observer8 I guess not. I built my app for Android 11 and 12 at first. And it did not work on Android 13. I had to add 13 support in the build.

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              8Observer8
              wrote on 18 Aug 2023, 20:56 last edited by
              #24

              @JoeCFD My only guess is that an app built for Android 11 doesn't work on Android 13 because it uses APIs that were removed in Android 13, but unless you're using backwards compatibility hacks, then early apps should work on more number of new devices. But this is only my assumption, which I myself have to verify by experience.

              1 Reply Last reply
              0
              • 8 Offline
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                8Observer8
                wrote on 30 Aug 2023, 15:48 last edited by 8Observer8
                #25

                I currently have an Android 13 smartphone. I tried to run my music application using OpenAL. It works on smartphones with Android 13 and 7. This is very good, because I thought that I would have to make a separate build in the APK for each version of the smartphone, starting from Android 7 to13.

                J 1 Reply Last reply 30 Aug 2023, 15:54
                0
                • 8 8Observer8
                  30 Aug 2023, 15:48

                  I currently have an Android 13 smartphone. I tried to run my music application using OpenAL. It works on smartphones with Android 13 and 7. This is very good, because I thought that I would have to make a separate build in the APK for each version of the smartphone, starting from Android 7 to13.

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                  JoeCFD
                  wrote on 30 Aug 2023, 15:54 last edited by JoeCFD
                  #26

                  @8Observer8 What I did is to add all SDKs of Android 11, 12 and 13 to the project, but I made only one build . My app works fine in 11, 12 and 13.

                  8 1 Reply Last reply 30 Aug 2023, 17:44
                  0
                  • J JoeCFD
                    30 Aug 2023, 15:54

                    @8Observer8 What I did is to add all SDKs of Android 11, 12 and 13 to the project, but I made only one build . My app works fine in 11, 12 and 13.

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                    8Observer8
                    wrote on 30 Aug 2023, 17:44 last edited by 8Observer8
                    #27

                    @JoeCFD said in How to set up the FMOD audio library in Qt Creator for Android:

                    What I did is to add all SDKs of Android 11, 12 and 13 to the project

                    Last time you wrote that if the application is built for Android 7 and Android 12 SDK, then it will not work on Android 13. Interestingly, I was unable to remove the Android 12 SDK from Qt Creator. Qt Creator says that Android 12 SDK is required:

                    dc7a508d-767d-4212-bc93-f8b590a6e820-image.png

                    I don't have the Android 13 SDK installed, but my app works fine on Android 13 and Android 7:

                    ed42d8a1-9f57-445e-8812-eecbb2d5f239-image.png

                    23a832d2-107b-4e5f-99bb-b516a4452efe-image.png

                    15864b21-df2d-46d2-902c-2ca336c454fc-image.png

                    f212cb91-a6f1-481e-b8c2-dcec0cd849cd-image.png

                    J 1 Reply Last reply 30 Aug 2023, 23:42
                    0
                    • 8 Offline
                      8 Offline
                      8Observer8
                      wrote on 30 Aug 2023, 18:05 last edited by
                      #28

                      My APK file that I asked to try running on Android 13 two weeks ago turned out to work on Android 7 and Android 13. I compiled OpenAL to work with audio for Android 10 (When building OpenAL, I used Android API 29, which is compatible with Android 10). The compiled library works on Android 7 and Android 13. I tested it on real devices. I have the Android 7 and Android 12 SDKs installed in Qt Creator in the SDK manager. Tried to run on Android 7 and Android: OpenAL, Box2D, Bullet Physics and OpenGL ES 2.0. That's all you need to develop 2D and 3D games. Now I'm not interested in wasting time on FMOD. You can read posts from one of the FMOD developers on the official FMOD forum: https://qa.fmod.com/t/qt-application-with-fmod-audio-library-crashes-on-launch-on-android/20561

                      1 Reply Last reply
                      0
                      • 8 8Observer8
                        30 Aug 2023, 17:44

                        @JoeCFD said in How to set up the FMOD audio library in Qt Creator for Android:

                        What I did is to add all SDKs of Android 11, 12 and 13 to the project

                        Last time you wrote that if the application is built for Android 7 and Android 12 SDK, then it will not work on Android 13. Interestingly, I was unable to remove the Android 12 SDK from Qt Creator. Qt Creator says that Android 12 SDK is required:

                        dc7a508d-767d-4212-bc93-f8b590a6e820-image.png

                        I don't have the Android 13 SDK installed, but my app works fine on Android 13 and Android 7:

                        ed42d8a1-9f57-445e-8812-eecbb2d5f239-image.png

                        23a832d2-107b-4e5f-99bb-b516a4452efe-image.png

                        15864b21-df2d-46d2-902c-2ca336c454fc-image.png

                        f212cb91-a6f1-481e-b8c2-dcec0cd849cd-image.png

                        J Offline
                        J Offline
                        JoeCFD
                        wrote on 30 Aug 2023, 23:42 last edited by JoeCFD
                        #29

                        @8Observer8 It is the case of my app which has a lot of third-party libs. I had to add Android 13 SDK to make it run properly. But it is also true that 4 small libs I built with
                        Android 12 can still be used in Android 13. I guess different apps may require different SDKs. I did not spend a lot of time on it and simply made my app running.

                        1 Reply Last reply
                        0
                        • J JoeCFD
                          18 Aug 2023, 19:02

                          @8Observer8 then you need to add the support up to Android 13. Did you do it? Or you simply made Android 7 support?

                          my app supports Android 11, 12 and 13.

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                          8Observer8
                          wrote on 31 Aug 2023, 00:09 last edited by 8Observer8
                          #30

                          @JoeCFD said in How to set up the FMOD audio library in Qt Creator for Android:

                          you need to add the support up to Android 13. Did you do it? Or you simply made Android 7 support?

                          It's not possible to only support Android 7 as Qt Creator won't let you uninstall the Android 12 SDK. If you try to uninstall the Android 12 SDK, Qt Creator will issue a message and install the Android 12 SDK again. FMOD is built in such a way that it will work on Android 13 as well. My example was very simple. It included only FMOD. I understand you just didn't have the time or desire to run it. But I now have two smartphones with Android 7 and Android 13, and I can test my games on OpenGL ES, OpenAL, Box2D and Bullet Physics. I don't need many libraries. These are enough. Qt already includes support for working with JSON, web sockets, and so on. I like OpenAL a lot more than FMOD. I haven't figured out how to use FMOD, but I don't need to - I don't want to waste time on it. OpenAL-Soft is the best for 3D audio because it's easy to install, free and open source.

                          1 Reply Last reply
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                            8Observer8
                            wrote on 31 Aug 2023, 00:34 last edited by 8Observer8
                            #31

                            I tried FMOD, Bass, QMediaPlayer and OpenAL. For me, OpenAL is the best. I have made my choice. That's all for the audio library.

                            Now I will focus on translating my demos from pure WebGL 1.0 (Box2D-WASM/Ammo.js) to OpenGL ES 2.0 (Box2D/Bullet Physics) to run on Android and Desktop:

                            Pong game using WebGL 1.0, Web Audio API, glMatrix, FreeTexturePacker and JavaScript: https://8observer8.github.io/webgl10-js/2d-games/pong-2d-noobtuts-port-box2dcore-webgl-js/

                            pong-2d-noobtuts-port-box2dcore-webgl-js.gif

                            Multiplayer demo with Jill. This demo uses free hosting from Render.com. You must wait 15-20 seconds to start the server for the first time. The Node.js server on a free hosting falls asleep 30 minutes after the last activity.: https://8observer8.github.io/webgl10-js/room-webgl-js/

                            a48c30d7-283d-4813-a4e5-910777de9724-image.png

                            You can select "first person" and "third person" camera:

                            2eadd92c-2c46-41ba-84ff-a9e6a149ab54-image.png

                            Jill with lighthouse: https://8observer8.github.io/webgl10-js/simple-lighthouse-oimophysics-webgl-js/

                            b7acf15f-b511-43f4-bf2f-a421a483b26d-image.png

                            I extracted models, textures and animations from the original Resident Evil game. I imported them to Blender, exported to DAE (COLLADA), and import them to pure WebGL 1.0:

                            • Jill animations: https://8observer8.github.io/webgl10-js/re1/jill-animations-without-skinning-webgl-js/
                            • Barry animations: https://8observer8.github.io/webgl10-js/re1/barry-animations-without-skinning-webgl-js/

                            Super Mario (box2d-core) and Bomberman (Box2D-WASM):

                            260471712-18a9969b-275e-4f7c-8462-14ce990437c4.gif

                            Mario: https://8observer8.github.io/webgl10-js/mario-2d-jumps-box2dcore-webgl-js/

                            252929757-c609b42b-a07e-4177-a7c1-f59e57138b4f.gif

                            Output of English, Russian and Chinese fonts with stroke and Distance Field (the text is not pixelated when the camera zooms in) on JS and Rollup. Fonts converted to Distance Field using Hiero. Shadows was baked in Blender. Demo in the browser: https://8observer8.github.io/webgl10-js/shapes-with-text-webgl-js/

                            7f2b59ab-000b-47f5-aad7-2709c8f8e960-image.png

                            Click detection with color ID. Font in English and Russian. Dynamic shadow: https://8observer8.github.io/webgl10-js/door-with-ortho-shadow-map-webgl-js/

                            door-with-ortho-shadow-map.gif

                            Another demos I will be published here: https://8observer8.github.io/

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                              Robert A. Navarro
                              wrote on 3 Nov 2023, 07:28 last edited by
                              #32

                              To set up the FMOD audio library in Qt Creator for Android, follow these general steps:

                              Download FMOD Studio:

                              Go to the FMOD website and download the FMOD Studio API package.

                              Install FMOD Studio:

                              Install FMOD Studio on your development machine.
                              Create a Qt Android Project:

                              Start a new Qt Creator project for Android or open an existing one.

                              Include FMOD Libraries:

                              Add the FMOD library to your Qt project. You can do this by adding the FMOD header files and libraries to your project's .pro file:

                              INCLUDEPATH += /path/to/fmod/api/lowlevel/inc
                              LIBS += -L/path/to/fmod/api/lowlevel/lib -lfmod

                              Android Permissions:

                              If your app requires audio permissions, add the necessary permissions to your AndroidManifest.xml file.

                              <uses-permission android:name="android.permission.RECORD_AUDIO"/>
                              <uses-permission android:name="android.permission.MODIFY_AUDIO_SETTINGS"/>

                              Initialize FMOD:

                              In your Qt code, initialize FMOD as early as possible in your application. You'll typically do this in your main function or at the beginning of your Qt application.

                              #include "fmod.h"
                              FMOD_SYSTEM* system;
                              FMOD_RESULT result = FMOD_System_Create(&system);
                              if (result != FMOD_OK) {
                              // Handle initialization error
                              }
                              result = FMOD_System_Init(system, 32, FMOD_INIT_NORMAL, 0);
                              if (result != FMOD_OK) {
                              // Handle initialization error
                              }

                              Use FMOD in Your Application:

                              You can now use FMOD functions to manage and play audio within your Qt Creator project.

                              Build and Deploy:

                              Build your Qt project and deploy it to an Android device or emulator.

                              Please note that the specific paths, project configurations, and setup may vary depending on your Qt Creator project and the version of FMOD you are using. Make sure to refer to the FMOD documentation and your Qt Creator documentation for more details and any version-specific information.

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                                Kim Nancy
                                wrote on 17 Jan 2024, 08:37 last edited by
                                #33
                                This post is deleted!
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                                  8Observer8
                                  wrote on 19 Mar 2024, 17:59 last edited by 8Observer8
                                  #34

                                  @Robert-A-Navarro thank you for your answer. I want to try to run FMOD on Android again but before it I want to try to run it on Windows 10 with Qt6 MinGW 64-bit but I have the problem: undefined reference to `FMOD_System_Create'. My steps are below.

                                  I downloaded "FMOD Engine" instead of "FMOD Studio" because I need "include" and "libs" only:

                                  7b290758-fb5d-4477-a8b4-13a6207eaa74-image.png

                                  This is the contains of the "lib/x64" folder:

                                  6ee25835-cad8-4b72-a1f3-21cb64133fe7-image.png

                                  There are no the fmod.a file here. I tried to include "fmod.dll" like this:

                                  INCLUDEPATH += "E:/Libs/fmod-2.2.21-mingw-64-bit/include"
                                  LIBS += -L"E:/Libs/fmod-2.2.21-mingw-64-bit/lib/x64/fmod.dll"
                                  

                                  But I have this error: undefined reference to `FMOD_System_Create'

                                  I tried to use FMOD with SFML in makefile. It works without the problem:

                                  CC = g++
                                  INC = -I"E:\Libs\SFML-2.5.1-windows-gcc-7.3.0-mingw-64-bit\include" \
                                        -I"E:\Libs\box2d-2.4.1-mingw-64-bit\include" \
                                        -I"E:\Libs\fmod-2.2.21-mingw-64-bit\include"
                                  LIB = -L"E:\Libs\SFML-2.5.1-windows-gcc-7.3.0-mingw-64-bit\lib" \
                                        -L"E:\Libs\box2d-2.4.1-mingw-64-bit\lib"
                                  FLAGS = -c -DSFML_STATIC
                                   
                                  all: main.o
                                      $(CC) main.o $(LIB) -static \
                                      "E:\Libs\fmod-2.2.21-mingw-64-bit\lib\x64\fmod.dll" \
                                      -lsfml-graphics-s -lsfml-window-s -lsfml-system-s -lfreetype \
                                      -lopengl32  -lwinmm  -lgdi32 -lbox2d -o app
                                   
                                  main.o: main.cpp
                                      $(CC) $(FLAGS) $(INC) main.cpp
                                  
                                  jsulmJ 1 Reply Last reply 20 Mar 2024, 07:41
                                  0
                                  • 8 8Observer8
                                    19 Mar 2024, 17:59

                                    @Robert-A-Navarro thank you for your answer. I want to try to run FMOD on Android again but before it I want to try to run it on Windows 10 with Qt6 MinGW 64-bit but I have the problem: undefined reference to `FMOD_System_Create'. My steps are below.

                                    I downloaded "FMOD Engine" instead of "FMOD Studio" because I need "include" and "libs" only:

                                    7b290758-fb5d-4477-a8b4-13a6207eaa74-image.png

                                    This is the contains of the "lib/x64" folder:

                                    6ee25835-cad8-4b72-a1f3-21cb64133fe7-image.png

                                    There are no the fmod.a file here. I tried to include "fmod.dll" like this:

                                    INCLUDEPATH += "E:/Libs/fmod-2.2.21-mingw-64-bit/include"
                                    LIBS += -L"E:/Libs/fmod-2.2.21-mingw-64-bit/lib/x64/fmod.dll"
                                    

                                    But I have this error: undefined reference to `FMOD_System_Create'

                                    I tried to use FMOD with SFML in makefile. It works without the problem:

                                    CC = g++
                                    INC = -I"E:\Libs\SFML-2.5.1-windows-gcc-7.3.0-mingw-64-bit\include" \
                                          -I"E:\Libs\box2d-2.4.1-mingw-64-bit\include" \
                                          -I"E:\Libs\fmod-2.2.21-mingw-64-bit\include"
                                    LIB = -L"E:\Libs\SFML-2.5.1-windows-gcc-7.3.0-mingw-64-bit\lib" \
                                          -L"E:\Libs\box2d-2.4.1-mingw-64-bit\lib"
                                    FLAGS = -c -DSFML_STATIC
                                     
                                    all: main.o
                                        $(CC) main.o $(LIB) -static \
                                        "E:\Libs\fmod-2.2.21-mingw-64-bit\lib\x64\fmod.dll" \
                                        -lsfml-graphics-s -lsfml-window-s -lsfml-system-s -lfreetype \
                                        -lopengl32  -lwinmm  -lgdi32 -lbox2d -o app
                                     
                                    main.o: main.cpp
                                        $(CC) $(FLAGS) $(INC) main.cpp
                                    
                                    jsulmJ Offline
                                    jsulmJ Offline
                                    jsulm
                                    Lifetime Qt Champion
                                    wrote on 20 Mar 2024, 07:41 last edited by
                                    #35

                                    @8Observer8 said in How to set up the FMOD audio library in Qt Creator for Android:

                                    LIBS += -L"E:/Libs/fmod-2.2.21-mingw-64-bit/lib/x64/fmod.dll"

                                    This is wrong. DLL files are used at runtime. To link your application you need LIB files. In this case it should be:

                                    LIBS += -L"E:/Libs/fmod-2.2.21-mingw-64-bit/lib/x64/fmod.lib"
                                    

                                    https://forum.qt.io/topic/113070/qt-code-of-conduct

                                    8 1 Reply Last reply 20 Mar 2024, 08:32
                                    1
                                    • jsulmJ jsulm
                                      20 Mar 2024, 07:41

                                      @8Observer8 said in How to set up the FMOD audio library in Qt Creator for Android:

                                      LIBS += -L"E:/Libs/fmod-2.2.21-mingw-64-bit/lib/x64/fmod.dll"

                                      This is wrong. DLL files are used at runtime. To link your application you need LIB files. In this case it should be:

                                      LIBS += -L"E:/Libs/fmod-2.2.21-mingw-64-bit/lib/x64/fmod.lib"
                                      
                                      8 Offline
                                      8 Offline
                                      8Observer8
                                      wrote on 20 Mar 2024, 08:32 last edited by 8Observer8
                                      #36

                                      This is a solution for the absolute path:

                                      INCLUDEPATH += "E:/libs/fmod-2.2.21-mingw-64-bit/include"
                                      LIBS += -L"E:/libs/fmod-2.2.21-mingw-64-bit/lib/x64/"
                                      LIBS += -lfmod
                                      

                                      Andrew helped me here:

                                      Looks like you need to add the library path like so: -L"E:\Libs\fmod-2.2.21-mingw-64-bit\lib\x64" And instead of specifying the full path to fmod.dll on your command line (“E:\Libs\fmod-2.2.21-mingw-64-bit\lib\x64\fmod.dll”) you should use -lfmod instead.

                                      But I need a relative path and I try it:

                                      INCLUDEPATH += $$PWD/libs/fmod-2.2.21-mingw-64-bit/include
                                      LIBS += $$PWD/libs/fmod-2.2.21-mingw-64-bit/lib/x64
                                      LIBS += -lfmod
                                      

                                      But I have this error:

                                      f6053d75-fbd8-46f4-b22a-23cd617beb50-image.png

                                      It can be solved by copying fmod.dll to the Debug folder:

                                      52ee6446-2357-43de-ab1c-ae5ffc038e3a-image.png

                                      @jsulm said in How to set up the FMOD audio library in Qt Creator for Android:

                                      This is wrong. DLL files are used at runtime. To link your application you need LIB files.

                                      But where will I find fmod.lib? There is no such file in the lib/x64 folder:

                                      7eddc53e-7455-44bc-9e5a-ed519ea84962-image.png

                                      I tried to use fmod_vc.lib instead of fmod.lib:

                                      INCLUDEPATH += $$PWD/libs/fmod-2.2.21-mingw-64-bit/include
                                      LIBS += $$PWD/libs/fmod-2.2.21-mingw-64-bit/lib/x64/fmod_vc.lib
                                      

                                      But I have this error:
                                      1422af12-20b2-4bda-845e-2dde481443e3-image.png
                                      I try to use fmod with relative paths. I created the libs folder in my project folder. I don't want to copy fmod.dll to the Debug folder:

                                      ffac2bab-4f56-4e86-a6cb-2b974726cdea-image.png

                                      jsulmJ 1 Reply Last reply 20 Mar 2024, 08:35
                                      0
                                      • 8 8Observer8
                                        20 Mar 2024, 08:32

                                        This is a solution for the absolute path:

                                        INCLUDEPATH += "E:/libs/fmod-2.2.21-mingw-64-bit/include"
                                        LIBS += -L"E:/libs/fmod-2.2.21-mingw-64-bit/lib/x64/"
                                        LIBS += -lfmod
                                        

                                        Andrew helped me here:

                                        Looks like you need to add the library path like so: -L"E:\Libs\fmod-2.2.21-mingw-64-bit\lib\x64" And instead of specifying the full path to fmod.dll on your command line (“E:\Libs\fmod-2.2.21-mingw-64-bit\lib\x64\fmod.dll”) you should use -lfmod instead.

                                        But I need a relative path and I try it:

                                        INCLUDEPATH += $$PWD/libs/fmod-2.2.21-mingw-64-bit/include
                                        LIBS += $$PWD/libs/fmod-2.2.21-mingw-64-bit/lib/x64
                                        LIBS += -lfmod
                                        

                                        But I have this error:

                                        f6053d75-fbd8-46f4-b22a-23cd617beb50-image.png

                                        It can be solved by copying fmod.dll to the Debug folder:

                                        52ee6446-2357-43de-ab1c-ae5ffc038e3a-image.png

                                        @jsulm said in How to set up the FMOD audio library in Qt Creator for Android:

                                        This is wrong. DLL files are used at runtime. To link your application you need LIB files.

                                        But where will I find fmod.lib? There is no such file in the lib/x64 folder:

                                        7eddc53e-7455-44bc-9e5a-ed519ea84962-image.png

                                        I tried to use fmod_vc.lib instead of fmod.lib:

                                        INCLUDEPATH += $$PWD/libs/fmod-2.2.21-mingw-64-bit/include
                                        LIBS += $$PWD/libs/fmod-2.2.21-mingw-64-bit/lib/x64/fmod_vc.lib
                                        

                                        But I have this error:
                                        1422af12-20b2-4bda-845e-2dde481443e3-image.png
                                        I try to use fmod with relative paths. I created the libs folder in my project folder. I don't want to copy fmod.dll to the Debug folder:

                                        ffac2bab-4f56-4e86-a6cb-2b974726cdea-image.png

                                        jsulmJ Offline
                                        jsulmJ Offline
                                        jsulm
                                        Lifetime Qt Champion
                                        wrote on 20 Mar 2024, 08:35 last edited by
                                        #37

                                        @8Observer8 said in How to set up the FMOD audio library in Qt Creator for Android:

                                        But where I will find fmod.lib. There is no such file in the lib folder

                                        I guess what you have is pre-build release. You need a development package, don't know where you can get it from. Maybe https://www.fmod.com/docs/2.00/api/platforms-win.html helps.

                                        https://forum.qt.io/topic/113070/qt-code-of-conduct

                                        8 1 Reply Last reply 20 Mar 2024, 09:04
                                        0
                                        • jsulmJ jsulm
                                          20 Mar 2024, 08:35

                                          @8Observer8 said in How to set up the FMOD audio library in Qt Creator for Android:

                                          But where I will find fmod.lib. There is no such file in the lib folder

                                          I guess what you have is pre-build release. You need a development package, don't know where you can get it from. Maybe https://www.fmod.com/docs/2.00/api/platforms-win.html helps.

                                          8 Offline
                                          8 Offline
                                          8Observer8
                                          wrote on 20 Mar 2024, 09:04 last edited by 8Observer8
                                          #38

                                          @jsulm said in How to set up the FMOD audio library in Qt Creator for Android:

                                          Maybe https://www.fmod.com/docs/2.00/api/platforms-win.html helps.

                                          Unfortunately, there is no new information for me here:

                                          The C API of the supplied libraries are compatible with MinGW (C++ ABI not supported). The 64 bit dll can be linked directly. You will need to use the import library libfmod.a and libfmodstudio.a in order to link the 32 bit dlls.
                                          Yes, I see it. There is libfmod.a in the x86 folder and there is no it in the x64 folder. This information that The 64 bit dll can be linked directly works for a relative path (even without copying fmod.dll to the Debug folder)

                                          INCLUDEPATH += "E:/libs/fmod-2.2.21-mingw-64-bit/include"
                                          LIBS += -L"E:/libs/fmod-2.2.21-mingw-64-bit/lib/x64/"
                                          LIBS += -lfmod
                                          

                                          But when I try to change the absolute set up path to the relative path:

                                          INCLUDEPATH += $$PWD/libs/fmod-2.2.21-mingw-64-bit/include
                                          LIBS += $$PWD/libs/fmod-2.2.21-mingw-64-bit/lib/x64
                                          LIBS += -lfmod
                                          

                                          I have this error:

                                          03d594c6-9658-4ae3-9171-109002472204-image.png

                                          It requires to copy 'fmod.dll' to the Debug folder.

                                          FMOD Core Engine library

                                          • /api/core/lib/$ARCH/fmod_vc.lib - Release binary for production code (requires fmod.dll at runtime).
                                          • /api/core/lib/$ARCH/fmodL_vc.lib - Release binary with logging enabled for development (requires fmodL.dll at runtime).

                                          Yes, it is true. It is really requires fmod.dll at runtime I tried to use fmod_vc.lib:

                                          INCLUDEPATH += $$PWD/libs/fmod-2.2.21-mingw-64-bit/include
                                          LIBS += $$PWD/libs/fmod-2.2.21-mingw-64-bit/lib/x64/fmod_vc.lib
                                          

                                          It works after copying fmod.dll to the Debug folder:

                                          86b18553-adbb-4925-a36c-883a82998f05-image.png

                                          It seams like I cannot use the relative set up path without manual copying of fmod.dll to the Debug folder:

                                          INCLUDEPATH += $$PWD/libs/fmod-2.2.21-mingw-64-bit/include
                                          LIBS += $$PWD/libs/fmod-2.2.21-mingw-64-bit/lib/x64
                                          LIBS += -lfmod
                                          

                                          But why I don't need to copy fmod.dll to the Debug folder when I set up FMOD using the absolute set up path:

                                          INCLUDEPATH += "E:/libs/fmod-2.2.21-mingw-64-bit/include"
                                          LIBS += -L"E:/libs/fmod-2.2.21-mingw-64-bit/lib/x64/"
                                          LIBS += -lfmod
                                          
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