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#fmod

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Our current Studio 2.03.07 game audio course overview for March 2025, new material added as new features added 😀! All courses routinely use middleware updated within last two months. More details at School.VideoGameAudio.com

¡Ayuda jugones como @pos_yo y @edlinks!

gamingonlinux.com/2025/02/the-

Sale #glibc 2.41 y rompe algunos juegos nativos (antiguos), al parecer, con librerías #FMOD en Mono (Unity). Uno de ellos es #Celeste. Yo tengo #ArchLinux con dicha actualización. Pero, claro, uso la versión #flatpak de #Steam. Y me funciona bien el juego.

Lo que no entiendo es si el tiempo de ejecución que usa Steam (que no es precisamente de estar al día) como se le rompe los juegos a la gente.

GamingOnLinux · The glibc 2.41 update has been causing problems for Linux gamingBy Liam Dawe

Man I am running into a wall with #FMOD replication in #UnrealEngine

When you enter a water volume, I have it set to play a client-side event that does an underwater effect.

If a remote client goes into water, they're the only ones who get the underwater effect and it's good.

If the host goes into the water, everyone gets the underwater effect. The event instance isn't set to replicate and the client-side event does NOT run on remote clients... But they get the underwater effect anyways. 😓

I really need to learn more about WebGL and audio.

I am never happy with the results of my WebGL builds compared to the win builds, (this is in unity right now but perhaps godot in the future?), using FMod...

So that will be the mission, (more likely side quest!), these next couple of weeks!

(If anybody has any insights or learning resources you can point me toward, I'm all ears!
Ha!)

I learnt something important about Linux audio last night.

I noticed that I had no sound in X-Plane 12 (a flight simulator) while also being in a Discord call in Firefox. Apparently, certain FMOD applications check if PulseAudio is installed and fall back to ALSA if it isn't. Now, I have PipeWire installed to fix the mess that is Linux audio once and for all. So TECHNICALLY PulseAudio is not installed. And that's exactly what X-Plane detected, which then tried to gain complete control over the sound hardware through ALSA, which it couldn't.

The "fix" was to symlink `/bin/pulseaudio` to `/bin/true` to make it look like PulseAudio is available which tricked X-Plane into going through PulseAudio (and therefore through PipeWire) instead.

That was one of the weirdest problems I've ever encountered.

#linux#audio#xplane