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Nico de Poel
da4bce4958
Added a mock FMOD project to produce the stub static libraries that we need to link against. UniQuake native library now compiles for PS4, and with a few tweaks to the Unity code it now actually runs on a PS4 devkit as well!
Only thing not working is sound effects in FMOD. Since we're not using the full set of FMOD libraries yet, I'm not worrying too much about that one at the moment.
5 years ago
..
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