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 >> > > > --- > Gamers mailing list __ Gamers@audyssey.org > If you want to leave the list, send E-mail to > gamers-unsubscr...@audyssey.org. > You can make changes or update your subscription via the web, at > http://audyssey.org/mailman/listinfo/gamers_audyssey.org. > All messages are archived and can be searched and read at > http://www.mail-archive.com/gam...@audyssey.org. > If you have any questions or concerns regarding the management of the list, > please send E-mail to gamers-ow...@audyssey.org. > --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.