Open smallebrug opened 1 year ago
Hello ! Did you added the fmod.dll and fmodstudio.dll files ?
Also if you're looking for integrating fmod, without contributing to the plugin, you can go with release from fmod repo: https://github.com/utopia-rise/fmod-gdnative#installing-the-plugin-in-your-project
Yes I did..
Op do 16 feb. 2023 om 15:38 schreef Pierre-Thomas Meisels < @.***>:
Hello ! Did you added the fmod.dll and fmodstudio.dll files ?
— Reply to this email directly, view it on GitHub https://github.com/utopia-rise/GDNative-example-repo/issues/1#issuecomment-1433188212, or unsubscribe https://github.com/notifications/unsubscribe-auth/ADZUUSFUFG2ZS5OPXMIVNUTWXY3YBANCNFSM6AAAAAAU6C4YG4 . You are receiving this because you authored the thread.Message ID: @.***>
I installed godot 3.5.1 . Downloaded and installed fmod.zip and gdnative . I am not sure what files should be where so I used the structure found in fmod-gdnative/docs. Started godot and created a new project. So far so good. In project settings I found singleton plugin and made it active. Then I tried to start the project and it prompted an error: E 0:00:00.267 open_dynamic_library: Can't open dynamic library: F:/GODOT/Godot_v3.5.1/godot_nr1/addons/fmod/libs/windows/libGodotFmod.windows.release.64.dll, error: Error 126: The specified module could not be found. . <C++ Error> Condition "!p_library_handle" is true. Returned: ERR_CANT_OPEN <C++ Source> platform/windows/os_windows.cpp:2371 @ open_dynamic_library()
The editor opens with fmod.gd and points to line 122 godot_fmod= FmodNative.new()
It cannot find something, thats obvious but I have no clue what did I miss in the setup? What files should be in fmod-gdnative ? is SConstruct the only important file (docs)