# How to handle FMOD in an open source project?

**URL:** <https://qa.fmod.com/t/how-to-handle-fmod-in-an-open-source-project/21208>\
**Category:** FMOD Engine\
**Tags:** cpp\
**Created:** [February 7, 2024, 8:29am UTC](https://qa.fmod.com/t/how-to-handle-fmod-in-an-open-source-project/21208 "2024-02-07T08:29:27Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![wobbier](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/wobbier/32/6144_2.png) [@wobbier](https://qa.fmod.com/u/wobbier)\
**Post date:** [February 7, 2024, 8:43am UTC](https://qa.fmod.com/t/how-to-handle-fmod-in-an-open-source-project/21208/2 "2024-02-07T08:43:02Z")

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> [@FMOD Github procedure](https://qa.fmod.com/t/fmod-github-procedure/16799/2):
>
> The official stance is that users should only download from FMOD the FMOD site currently. We allow binaries to be distributed (ie for a non engine, fmod.dll would be ok to distribute), but not the full api. The more this happens the more unofficial sources of the API there are and then people are sourcing old versions from non official sites more often than coming to [fmod.com](http://fmod.com) to get updated builds, documentation, examples and support. We have the ability to do engine licenses for people that …

Looking at this, is there a middle ground for this or am I basically fucked?

My project is non-commercial btw

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_[View the full topic](https://qa.fmod.com/t/how-to-handle-fmod-in-an-open-source-project/21208)._
