# libfmodstudio and c++11

**URL:** <https://qa.fmod.com/t/libfmodstudio-and-c-11/11281>\
**Category:** FMOD Studio\
**Created:** [January 30, 2014, 5:11pm UTC](https://qa.fmod.com/t/libfmodstudio-and-c-11/11281 "2014-01-30T17:11:29Z")\
**Posts on this page:** 1\
**Showing post:** 5

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**Author:** ![jpopcenter](https://avatars.discourse-cdn.com/v4/letter/j/3be4f8/32.png) [@jpopcenter](https://qa.fmod.com/u/jpopcenter)\
**Post date:** [February 3, 2014, 4:56am UTC](https://qa.fmod.com/t/libfmodstudio-and-c-11/11281/5 "2014-02-03T04:56:18Z")

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Thank you for your quick answer !

I know that my request is quite difficult to handle knowing that switching over STL implementations certainly need some tests on your side.

Unfortunately, i don’t think we’ve got a lot of time here waiting for the next FMOD release due to a release date for our game that comes very soon and we switch over FMOD a few weeks ago for the MAC version that works well. At that time i didn’t notice the IOS problem and now it’s quick painful to me to switch back to my previous-homemade-ugly sound engine :oops:

However, i tried to import the missing STL functions, using what i found at [http://www.opensource.apple.com/source/libstdcxx/libstdcxx-56/src/tree.cc](http://www.opensource.apple.com/source/libstdcxx/libstdcxx-56/src/tree.cc), in the projet that now compiles and seems to work well… thank’s god 😃

I’ve committed this workaround in the previous project and if you’re interested, please have a look at [https://github.com/kdridi/FMODSample.git](https://github.com/kdridi/FMODSample.git)

Again, thank a lot for your quick answers and i hope i’ll get some good news for the next FMOD release soon 🙂

Have a nice day !

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