If you check down the "sales" page (below the other licenses and some
extra info) you'll find a license for shareware/hobbiest developers.
It's $100 per title. No source code is provided, but it's definitely
worth it. I think most if not all accessible developers could apply
for this.

On 6/10/09, Thomas Ward <thomasward1...@gmail.com> wrote:
> Hi James,
> Yeah, I know FMOD has some advanced features. As I said up thread I've
> played with the FMOD library some in C-Sharp and C++ and I like the API,
> and it has a lot going for it. The only deal breaker for me is cost.
> As for if FMOD is off topic I'd say it is boarderline. It is a game
> technology so in that sense it is game related, but since this is more
> in the development relm it is likely more appropriate on a list such as
> my game developers list. Although, at the moment I am allowing it here
> as this is something new and old game developers should at least be made
> aware of. Like Josh said earlier on list while it costs for commercial
> development it is free for non-commercial games. So as long as a
> developer is willing to give a game away for free there is no cost. I
> could, for example, use it in STFC since that game is a freeby.
>
>
> James Dietz wrote:
>> It has advantages over directsound; if you use software stuff and
>> model your world with polygons you can use the geometry engine,
>> meaning that objects will muffle/occlude others. Lots of other cool
>> things you can do, and the fact that it has it's own software 3d
>> engine means that it sounds the same on all platforms and soundcards
>> (face it: hardware sound is going away). Feel free to yell at me if
>> this is considered off-topic. I'm excited about FMOD because I'm
>> working with a friend on figuring out it's more advanced features
>> (geometry and reverb engine - multiple reverbs in one room etc). If
>> the fmod designer was at all accessible it opens up even more
>> possibilities for controling how things sound (basically an "event" is
>> one or more sounds which can follow behaviors when triggered or played
>> - crossfading between multiple loops to more accurately simulate a car
>> speeding up, or adding looped layers to a 3d sound when the user comes
>> within a certain distance of it).
>>
>> James
>>
>
>
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