<tdwidth="100%"><fontcolor="#FFFF80"face="Arial, Helvetica"size="2">Compiling and linking <small></small></font></td>
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Include <b>fmod.h</b> in your project, this is found in api/inc.<br>
<br>
To link FMOD to your project, there are the following files.<br>
<li><b>/api/lib/fmodgc.lib</b> - Link to this file if you are using <b>SN Systems</b> compiler.
<li><b>/api/lib/fmodgcD.lib</b> - This is the debug version of fmodgc.lib and outputs a log of FMOD's progress and any error messages (in plain english) to the TTY.
<li><b>/api/lib/fmodgc_cw.a</b> - Link to this file if you are using the <b>Metrowerks Codewarrior</b> compiler.
<li><b>/api/lib/fmodgc_cwD.a</b> - This is the debug version of fmodgc_cw.lib and outputs a log of FMOD's progress and any error messages (in plain english) to the TTY.
<tdwidth="100%"><fontcolor="#FFFF80"face="Arial, Helvetica"size="2">Running the examples <small></small></font></td>
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Simply load their .dsp files into Dev Studio and hit F7.<br>
<br>
<b>NOTE</b>: You will need to copy all files in the media directory to <br>
<tdwidth="100%"><fontcolor="#FFFF80"face="Arial, Helvetica"size="2">Performance issues and Gamecube specific FMOD features. <small></small></font></td>
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<b>Hardware voice dropping</b><br>
<br>
Due to a design issue with the Gamecube hardware, the processor will drop hardware voices if it's DSP chip gets overloaded.<br>
Call <b><ahref="../HTML/FSOUND_Update.html">FSOUND_Update</a></b> each game cycle and FMOD will automatically reacquire voices that get dropped. <br>
FMOD's priority system has been linked into this, so it is likely to drop lower priority sounds that have their priority set with <b><ahref="../HTML/FSOUND_Sample_Defaults.html">FSOUND_Sample_Defaults</a></b>.<br>
<br>
<b>Direct DVD streaming</b>
<br>
Use FMOD's stream API to play streams using the GameCube's DVD audio streaming capability. <br>
When opening a stream, simply specify a file with a .adp extension and FMOD will stream it using the GameCube's hardware straight from the DVD to the AI, completely bypassing both ARAM and MRAM.<br>
<br>
<b>Gamecube extras</b><br>
<br>
Look in <b>fmodgc.h</b> for GameCube-specific functions relating to such things as DVD status callbacks, AUX effects, specifying a block of ARAM for FMOD to use and accessing IPL sound settings.<br>