I’m a Vst and VCV plugin developer and I’m starting to develop FMOD plugins.
I get my first basic plugin working(nothing fancy just a mute and audio level), I am very excited about that and am looking forward to develop more advanced stuff based on the code I have developed for Vst/VCV plugins.
It was pretty easy to build my first plugin by following the examples and using the FMOD Studio Plug-in SDK, thanks to fmod for that
The only question left is why do I need to add a ‘’#pragma warning(disable : 4996)’’ which is not added to the provided examples plugins in order to avoid error 4996. (not a big deal but I wonder why)
This said, most of the time I am working with fmod for projects running on oculus quest (and am using unity) so I would like to offer plugins working for this.
From what I’ve understood, since oculus is using the android platform, the plugins have to be .so files (like those for the oculus spatializer in plugins/FMOD/platroms/android/lib) which are completely different from .dll or .lib files (dynamic libraries) generated to run on the FMOD studio.
So, I get two questions:
Since the fmod native plugins are able to work on the oculus, I wonder if they are containing a .so file that is automatically linked correclty when building for android/oculus? or does it exists a way (similar to the one used for the native plugins) to develop my fmod plugins in order to avoid the development of an additional .so plugin?
If the .so developing is needed, does it exists a guide about how to develop a .so plugins based on plugins developed for fmod? (Or a quick explanation about how this all works to get a good starting point because I don’t understand at all where to start my researches about that).
Thank you very much in advance.