When a Mac OSX release

ok, i have a hack that can be applied to the 0.5 build for (reduced) sound support. be aware it’s an ugly hack.

David is right, there seems to be a problem to initialize FMOD two times on OS X, but i couldn’t yet get an answer from the FMOD developer forums of why this is the case.

knuddl.net/moin.cgi/InstallPanda3d has been updated to describe the hack. here is the description:

To activate the provided FMOD Ex support follow the following steps

  • make sure the FMOD dynamic libraries are on your DYLD_LIBRARY_PATH (replace with your FMOD installation path):
DYLD_LIBRARY_PATH=${DYLD_LIBRARY_PATH}:/usr/local/panda/lib:<Path To FMOD>/api/lib ; export DYLD_LIBRARY_PATH
  • Edit /usr/local/panda/etc/Config.prc so Panda3D imports FMOD at startup time:
audio-library-name fmod_audio
  • Open /usr/local/panda/lib/direct/showbase/Showbase.py, jump to line 1191:
self.musicManager = AudioManager.createAudioManager()

and change the line, so it says

self.musicManager = None
  • Now FMOD can be used for audio output. The basic audio API seems to work as expected (as described in panda3d.org/manual/index.php/L … _and_Music).

  • You only can use base.sfxManagerList[0] (see panda3d.org/manual/index.php/M … ing_Sounds) to play music ‘’‘and’’’ sound. Be aware that you ‘’‘can’’’ play music ‘’‘and’’’ sound, you are just limited to use one AudioManager, which reduces the number of different sounds to 16 (or to any value set via the configuration variable audio-cache-limit).

hope that helps,
kaweh