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Nico de Poel b2a9a27ede Started marking stuff in the code that's either platform-dependent (Windows) or graphics API-dependent (OpenGL), with a new build Portable configuration that will eventually only compile the plain portable C portions of the code. 5 years ago
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fmod.cs Integrated FMOD (just Core, not Studio) into the Unity project and initialize it through a new AudioManager. The FMOD Core system handle is shared between Unity and Quake, so that both may produce sound through the same audio device. 5 years ago
fmod.cs.meta Integrated FMOD (just Core, not Studio) into the Unity project and initialize it through a new AudioManager. The FMOD Core system handle is shared between Unity and Quake, so that both may produce sound through the same audio device. 5 years ago
fmod_dsp.cs Integrated FMOD (just Core, not Studio) into the Unity project and initialize it through a new AudioManager. The FMOD Core system handle is shared between Unity and Quake, so that both may produce sound through the same audio device. 5 years ago
fmod_dsp.cs.meta Integrated FMOD (just Core, not Studio) into the Unity project and initialize it through a new AudioManager. The FMOD Core system handle is shared between Unity and Quake, so that both may produce sound through the same audio device. 5 years ago
fmod_errors.cs Integrated FMOD (just Core, not Studio) into the Unity project and initialize it through a new AudioManager. The FMOD Core system handle is shared between Unity and Quake, so that both may produce sound through the same audio device. 5 years ago
fmod_errors.cs.meta Integrated FMOD (just Core, not Studio) into the Unity project and initialize it through a new AudioManager. The FMOD Core system handle is shared between Unity and Quake, so that both may produce sound through the same audio device. 5 years ago