Hi, I have been looking up on FMod Studio recently and my custom engine project (C++) already have low level Fmod API for basic audio functionalities.
I am trying to do the integration of FMod Studio integration but would like to know more about the audio pipeline, is there a preferred method to integrate FMod Studio API with my existing low level API.
For example:
Option 1) Do I create a separate class to wrap around the FMod Studio API and leave alone my existing audio class that wraps around the FMod low level API?
Option 2) Do I use my existing audio class to wrap around the FMod Studio API?
Another question would be that, I read that FMod Studio will create a new copy of the edited sound and store it in their own folder. Do I have to replace the old sound file with the edited sound file via manual drag and drop replace or is there some way to replace it after editing on live/non-live update.