Hi folks,
Seems that building FMOD Resonance Plugin using C++ SDK source code from Github manually is the proper way to run the latest/most recently updated version of the Resonance plugin in FMOD/Unreal projects rather than relying on FMOD’s plugin, is that correct?
Can FMOD staff see any advantages of building C++ versus just running the latest version of Studio which has the plugins, as I don’t know if Studio’s plugins are as up to date as Github.
(related post - FMOD Unity integration crash with ResonanceAudio)
Thanks for any info you can provide.
Matt