# FMOD Engine

**URL:** https://qa.fmod.com/c/fmodapi/6.md?no_subcategories=false&page=4

[Latest](https://qa.fmod.com/latest.md) · [Categories](https://qa.fmod.com/categories.md) · [Tags](https://qa.fmod.com/tags.md)

**Page:** 5

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## [FMOD Error 18](https://qa.fmod.com/t/fmod-error-18/23206)

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**Author:** [@tantrik](https://qa.fmod.com/u/tantrik)\
**Replies:** 1\
**Last updated:** [August 4, 2025, 6:13am UTC](https://qa.fmod.com/t/fmod-error-18/23206 "2025-08-04T06:13:44Z")

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mpStudioSystem-\>initialize(32, FMOD\_STUDIO\_INIT\_NORMAL, FMOD\_INIT\_NORMAL, NULL) FMOD::Studio::Bank\* pBank; mpStudioSystem-\>loadBankFile("Sound/Master.bank", FMOD\_STUDIO\_LOAD\_BANK\_NORMAL, &pBank); FMOD::Studio::Bank\* pBan…

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## [FMOD stopping music after background / foreground iOS Application](https://qa.fmod.com/t/fmod-stopping-music-after-background-foreground-ios-application/23188)

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**Author:** [@sbehnke-zynga](https://qa.fmod.com/u/sbehnke-zynga)\
**Replies:** 8\
**Last updated:** [August 4, 2025, 6:01am UTC](https://qa.fmod.com/t/fmod-stopping-music-after-background-foreground-ios-application/23188 "2025-08-04T06:01:11Z")

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I’m using FMOD for iOS 2.03.08. This same behavior was seen in FMOD for iOS 2.03.07 I have a game that plays background music on one channel and then other sound effects on different channels. Everything seems to work f…

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## [Symbol Files for 2.3.8?](https://qa.fmod.com/t/symbol-files-for-2-3-8/23208)

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**Author:** [@maxiboch](https://qa.fmod.com/u/maxiboch)\
**Replies:** 1\
**Last updated:** [July 31, 2025, 1:59am UTC](https://qa.fmod.com/t/symbol-files-for-2-3-8/23208 "2025-07-31T01:59:51Z")

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Hi! just making a new topic for this because I’m not sure how your support ticketing system works. Sorry for the double post if you’re seeing this twice. thanks!!

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## [Symbol Files](https://qa.fmod.com/t/symbol-files/22473)

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**Author:** [@maxiboch](https://qa.fmod.com/u/maxiboch)\
**Replies:** 4\
**Last updated:** [July 30, 2025, 7:19am UTC](https://qa.fmod.com/t/symbol-files/22473 "2025-07-30T07:19:23Z")

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i’m wondering if i can grab the symbol files for FMOD core 2.02.25, to assist with some debugging i’m in the midst of. thanks!

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## [DSP buffer problem in NRT](https://qa.fmod.com/t/dsp-buffer-problem-in-nrt/23192)

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**Author:** [@chagh](https://qa.fmod.com/u/chagh)\
**Replies:** 1\
**Last updated:** [July 29, 2025, 5:25am UTC](https://qa.fmod.com/t/dsp-buffer-problem-in-nrt/23192 "2025-07-29T05:25:03Z")

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Hello! I’m using FMOD Core API in C++ and I’m trying to use NOSOUND\_NRT processing to capture audio data for ffmpeg encoding in best quality as fast as possible (using DSP read callbacks). The problem I encountered is …

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## [Problem with warband](https://qa.fmod.com/t/problem-with-warband/23200)

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**Author:** [@vaguiners](https://qa.fmod.com/u/vaguiners)\
**Replies:** 1\
**Last updated:** [July 28, 2025, 10:47pm UTC](https://qa.fmod.com/t/problem-with-warband/23200 "2025-07-28T22:47:32Z")

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fmod is throwing: free(): double free detected in tcache 2 tried several versions of libfmodex64.so Thread 1 “mb\_warband\_linu” received signal SIGABRT, Aborted. 0x00007ffff6f21b21 in ?? () from /lib/libc.so.6 (gdb) …

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## [Default limiting/clip strategy?](https://qa.fmod.com/t/default-limiting-clip-strategy/23193)

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**Author:** [@blockdude11](https://qa.fmod.com/u/blockdude11)\
**Replies:** 1\
**Last updated:** [July 28, 2025, 8:57am UTC](https://qa.fmod.com/t/default-limiting-clip-strategy/23193 "2025-07-28T08:57:27Z")

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I have a basically-unconfigured implementation of the engine in GameMaker and I’m curious what it’s going to do about extremely loud inputs by default. I ask because I am using fmod\_channel\_control\_set\_volume() with gain…

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## ["FSBank Error: The format of the source file is invalid."](https://qa.fmod.com/t/fsbank-error-the-format-of-the-source-file-is-invalid/23090)

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**Author:** [@kat2201](https://qa.fmod.com/u/kat2201)\
**Replies:** 5\
**Last updated:** [July 22, 2025, 4:03am UTC](https://qa.fmod.com/t/fsbank-error-the-format-of-the-source-file-is-invalid/23090 "2025-07-22T04:03:51Z")

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Hi, I have been trying to automate a process for building FSBs using the FSBANK api but I am running into an error when trying to build some banks “The format of the source file is invalid.”: std::vector\<const char\*\> fi…

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## [FMOD GetBankList doesn't return all banks](https://qa.fmod.com/t/fmod-getbanklist-doesnt-return-all-banks/23127)

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**Author:** [@slojanko](https://qa.fmod.com/u/slojanko)\
**Replies:** 5\
**Last updated:** [July 18, 2025, 4:07am UTC](https://qa.fmod.com/t/fmod-getbanklist-doesnt-return-all-banks/23127 "2025-07-18T04:07:38Z")

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Hey, we’re trying to get a list of all banks from FMOD, but now noticed quite a cruical bug in the tool we use to reliably debug which banks are loaded at runtime on devices. The RuntimeManager.StudioSystem.getBankList…

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## [Event Description - confusion around Oneshot Status](https://qa.fmod.com/t/event-description-confusion-around-oneshot-status/17843)

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**Author:** [@Electromess](https://qa.fmod.com/u/Electromess)\
**Replies:** 12\
**Last updated:** [July 17, 2025, 5:14am UTC](https://qa.fmod.com/t/event-description-confusion-around-oneshot-status/17843 "2025-07-17T05:14:52Z")

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Hi! We’re using Fmod 2.01.11 at the moment (paired with Unity). In your documentation, it says “An event is considered oneshot if it is guaranteed to terminate without intervention in bounded time after being started.” …

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## [Android 6 probolem](https://qa.fmod.com/t/android-6-probolem/22659)

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**Author:** [@maksimomelyanchuk](https://qa.fmod.com/u/maksimomelyanchuk)\
**Replies:** 5\
**Last updated:** [July 13, 2025, 11:01pm UTC](https://qa.fmod.com/t/android-6-probolem/22659 "2025-07-13T23:01:35Z")

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Hello, we have a problem using FMOD Android SDK (2.02.27) on Android 6(API Level 23) emulator platform. Other Android versions work fine (tested 22, 24 and above). I’ve modified your simple\_event example. You have to ad…

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## [Using FMOD C# wrapper on Android](https://qa.fmod.com/t/using-fmod-c-wrapper-on-android/23065)

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**Author:** [@TechSide](https://qa.fmod.com/u/TechSide)\
**Replies:** 3\
**Last updated:** [July 4, 2025, 5:00am UTC](https://qa.fmod.com/t/using-fmod-c-wrapper-on-android/23065 "2025-07-04T05:00:31Z")

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I am trying to implement FMOD into a game which doesn’t use it via modding (I have talked to the game devs, and they’re okay with it. They support modding). I have gotten it successfully running on windows through the C…

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## [Stopping an event after fade completion?](https://qa.fmod.com/t/stopping-an-event-after-fade-completion/18162)

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**Author:** [@kgambill](https://qa.fmod.com/u/kgambill)\
**Replies:** 7\
**Last updated:** [July 2, 2025, 2:38am UTC](https://qa.fmod.com/t/stopping-an-event-after-fade-completion/18162 "2025-07-02T02:38:17Z")

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I’m currently working on trying to get our game to transition more smoothly between music, rather than abruptly stopping and then starting the next track. I’ve been able to get the current track fading out nicely using f…

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## [DSP Plugin DataDrop Decoding](https://qa.fmod.com/t/dsp-plugin-datadrop-decoding/23029)

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**Author:** [@Capraise](https://qa.fmod.com/u/Capraise)\
**Replies:** 4\
**Last updated:** [July 1, 2025, 5:47am UTC](https://qa.fmod.com/t/dsp-plugin-datadrop-decoding/23029 "2025-07-01T05:47:39Z")

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I’m struggling again with my rnbo wrapper and would like to add the capability to populate buffers through the fmod studio authoring. After looking through the documentation, the best way to do that is through dspsetpar…

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## [FMod C# API definition for FFT is completely wrong](https://qa.fmod.com/t/fmod-c-api-definition-for-fft-is-completely-wrong/23015)

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**Author:** [@katelyngadd](https://qa.fmod.com/u/katelyngadd)\
**Replies:** 2\
**Last updated:** [June 30, 2025, 7:14am UTC](https://qa.fmod.com/t/fmod-c-api-definition-for-fft-is-completely-wrong/23015 "2025-06-30T07:14:50Z")

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I might just be using it wrong, but the definition of FMOD\_DSP\_PARAMETER\_FFT in C# seems completely wrong. I can’t do anything but get it to crash. By reading the docs I believe I’ve figured out roughly how it should ac…

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## [MacOS libs](https://qa.fmod.com/t/macos-libs/22999)

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**Author:** [@mrpengu](https://qa.fmod.com/u/mrpengu)\
**Replies:** 13\
**Last updated:** [June 29, 2025, 10:28pm UTC](https://qa.fmod.com/t/macos-libs/22999 "2025-06-29T22:28:55Z")

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How do i get the MacOS libs if I don’t own a Mac? Currently I can get the windows libs and linux libs by downloading them from here https://www.fmod.com/download. But the MacOS download is an .dmg file and I can’t open …

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## [HTML5 Core API Multi Speaker Example Not Working](https://qa.fmod.com/t/html5-core-api-multi-speaker-example-not-working/23062)

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**Author:** [@tmartinez88](https://qa.fmod.com/u/tmartinez88)\
**Replies:** 3\
**Last updated:** [June 27, 2025, 5:44am UTC](https://qa.fmod.com/t/html5-core-api-multi-speaker-example-not-working/23062 "2025-06-27T05:44:22Z")

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The example on the web page does not work using latest Firefox/Chrome/Arc It does however work when I run the library locally (I have to place audiofiles in the root directory however and change the fileUrl var to poin…

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## [Sound and Channel setMode function](https://qa.fmod.com/t/sound-and-channel-setmode-function/23067)

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**Author:** [@kat2201](https://qa.fmod.com/u/kat2201)\
**Replies:** 1\
**Last updated:** [June 26, 2025, 5:35am UTC](https://qa.fmod.com/t/sound-and-channel-setmode-function/23067 "2025-06-26T05:35:58Z")

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Hi, I have a question about the setMode function. Does setMode for channels and sound internally |= the mode? I.e. if I create a sound with FMOD\_3D and then call setMode on the sound with FMOD\_LOOP\_NORMAL, would that t…

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## [Bank Loading System Question](https://qa.fmod.com/t/bank-loading-system-question/23002)

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**Author:** [@VincentWelax](https://qa.fmod.com/u/VincentWelax)\
**Replies:** 7\
**Last updated:** [June 25, 2025, 7:44am UTC](https://qa.fmod.com/t/bank-loading-system-question/23002 "2025-06-25T07:44:11Z")

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Hello, I’m currently learning and experimenting with loading and unloading banks on a per-level basis My goal is to have the master load at the very start of the game and unloaded once the game is exited. The other ban…

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## [Integrating with head tracking on android](https://qa.fmod.com/t/integrating-with-head-tracking-on-android/21410)

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**Author:** [@joshechoes](https://qa.fmod.com/u/joshechoes)\
**Replies:** 19\
**Last updated:** [June 24, 2025, 6:20pm UTC](https://qa.fmod.com/t/integrating-with-head-tracking-on-android/21410 "2025-06-24T18:20:10Z")

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The latest versions of android (13+) support head tracking. The architecture is described here: 空間音頻和頭部跟踪 | Android Open Source Project From the diagrams on that page, it should be as simple as outputting 5.1 / 7.1.4 …

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## [Breaking change: Parameter AHDSR behavior between 2.03 and 2.02](https://qa.fmod.com/t/breaking-change-parameter-ahdsr-behavior-between-2-03-and-2-02/22865)

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**Author:** [@danitabaires](https://qa.fmod.com/u/danitabaires)\
**Replies:** 5\
**Last updated:** [June 19, 2025, 11:54am UTC](https://qa.fmod.com/t/breaking-change-parameter-ahdsr-behavior-between-2-03-and-2-02/22865 "2025-06-19T11:54:04Z")

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We’re in the process of upgrading our application (a flight simulator) from 2.02 to 2.03. We load sound banks from user-generated content (aircraft) both in-house and from third parties. While testing, on some of them I …

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## [Sound/Channel handles and FMOD abstraction](https://qa.fmod.com/t/sound-channel-handles-and-fmod-abstraction/23052)

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**Author:** [@kat2201](https://qa.fmod.com/u/kat2201)\
**Replies:** 1\
**Last updated:** [June 19, 2025, 6:15am UTC](https://qa.fmod.com/t/sound-channel-handles-and-fmod-abstraction/23052 "2025-06-19T06:15:52Z")

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Hi all, I’ve been integrating FMOD Core into an existing C++ game engine to replace an outdated audio engine. So far it has been quite smooth and generally worked great! Regarding abstraction – Currently I’ve just been…

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## [\[FMOD\] assert : assertion: 'mData-\>mBuffer' failed](https://qa.fmod.com/t/fmod-assert-assertion-mdata-mbuffer-failed/23034)

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**Author:** [@duwdora](https://qa.fmod.com/u/duwdora)\
**Replies:** 1\
**Last updated:** [June 13, 2025, 12:08am UTC](https://qa.fmod.com/t/fmod-assert-assertion-mdata-mbuffer-failed/23034 "2025-06-13T00:08:40Z")

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One of our player had recently run into a crash that might relate to memory access violations from fmodstudio. I could not find much information from other fmod forum posts and would like to ask for some help to track do…

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## [DSP clock stops when volume is 0?](https://qa.fmod.com/t/dsp-clock-stops-when-volume-is-0/22995)

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**Author:** [@katelyngadd](https://qa.fmod.com/u/katelyngadd)\
**Replies:** 4\
**Last updated:** [June 12, 2025, 3:26pm UTC](https://qa.fmod.com/t/dsp-clock-stops-when-volume-is-0/22995 "2025-06-12T15:26:41Z")

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Hi, sorry if I missed an existing thread about this - didn’t find one. I’m following the docs to do fade in/out on streaming sounds for music transitions: var samples = SecondsToSamples(duration); AssertOk(channel.getV…

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## [Are there FMOD HTML5 w32 libs that can link with emscripten/WASM pthread-enabled code?](https://qa.fmod.com/t/are-there-fmod-html5-w32-libs-that-can-link-with-emscripten-wasm-pthread-enabled-code/22811)

<div class="topic-metadata">

**Author:** [@amillman](https://qa.fmod.com/u/amillman)\
**Replies:** 7\
**Last updated:** [June 12, 2025, 4:38am UTC](https://qa.fmod.com/t/are-there-fmod-html5-w32-libs-that-can-link-with-emscripten-wasm-pthread-enabled-code/22811 "2025-06-12T04:38:28Z")

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Hi! I was very happy to discover the HTML5 w32 libraries, and compiled some C++ code that uses FMOD into a (single-threaded) web page using emscripten, linking in the HTML5 w32 libraries, and it worked really well… thank…

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## [Err\_output\_init](https://qa.fmod.com/t/err-output-init/22998)

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**Author:** [@mrpengu](https://qa.fmod.com/u/mrpengu)\
**Replies:** 3\
**Last updated:** [June 11, 2025, 6:15am UTC](https://qa.fmod.com/t/err-output-init/22998 "2025-06-11T06:15:31Z")

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Hey i’ve run into a roadblock trying to get FMOD Core API to work on Linux Ubunutu 24.04. I’ve got everything working on Windows and it seems like the lib files are working on Linux aswell since I get the logs from FMOD…

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## [Incorrect documentation for Sound::setDefaults](https://qa.fmod.com/t/incorrect-documentation-for-sound-setdefaults/23018)

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**Author:** [@katelyngadd](https://qa.fmod.com/u/katelyngadd)\
**Replies:** 1\
**Last updated:** [June 10, 2025, 2:00am UTC](https://qa.fmod.com/t/incorrect-documentation-for-sound-setdefaults/23018 "2025-06-10T02:00:57Z")

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The Sound::setDefaults documentation says: frequency Default playback frequency. Units: Hertz Default: 48000 But the default frequency appears to be dependent upon the sample rate of the loaded sound, so if you us…

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## [3D-coordinates and orientation - transformation from game to FMOD](https://qa.fmod.com/t/3d-coordinates-and-orientation-transformation-from-game-to-fmod/22989)

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**Author:** [@mca2](https://qa.fmod.com/u/mca2)\
**Replies:** 1\
**Last updated:** [June 9, 2025, 11:43pm UTC](https://qa.fmod.com/t/3d-coordinates-and-orientation-transformation-from-game-to-fmod/22989 "2025-06-09T23:43:47Z")

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My game used a global coordinate-system North(x), East(y), Down(z), so righthanded. But for FMOD it is stated that: By default FMOD uses a left-handed coordinate system. If you are using a right-handed coordinate syste…

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## [The proper way to link the debug library in C#](https://qa.fmod.com/t/the-proper-way-to-link-the-debug-library-in-c/22980)

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**Author:** [@kgambill](https://qa.fmod.com/u/kgambill)\
**Replies:** 1\
**Last updated:** [June 4, 2025, 3:51am UTC](https://qa.fmod.com/t/the-proper-way-to-link-the-debug-library-in-c/22980 "2025-06-04T03:51:22Z")

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I’m curious as to the proper way to set FMOD to use the debug library instead of the release library? We’re using a custom C# engine (not Unity) and have been using a hack for quite a while to get it to load the debug li…

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## [DSP Network Setup for Selective Reverb](https://qa.fmod.com/t/dsp-network-setup-for-selective-reverb/20593)

<div class="topic-metadata">

**Author:** [@DrNoob](https://qa.fmod.com/u/DrNoob)\
**Replies:** 4\
**Last updated:** [June 4, 2025, 3:45am UTC](https://qa.fmod.com/t/dsp-network-setup-for-selective-reverb/20593 "2025-06-04T03:45:16Z")

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We’d like to have some advice regarding setting up a DSP Network for a specific scenario in our game. The scenario is that we have multiple music tracks (each mapped to a channel) that play simultaneously and that can b…

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