Using Plugins

FMOD Studio API

Firelight Technologies FMOD Studio API

Using Plugins

FMOD Studio projects can be set up to use third party plugins. These can include custom DSP effects that are created in-house or commercial products that can be used with FMOD Studio. The plugins must be loaded at runtime so that they are there when loading the banks that need them. Plugins are set up in the project settings "Advanced" section.

plugins

Each entry should be the filename of the plugin, without any extension. The plugin files should be located in the FMODStudio/Binaries/Platform/ directory.

For example, to use fmod_gain.dll on Win64 builds, you should have the file here:

        FMODStudio/Binaries/Win64/fmod_gain.dll

Deploying FMOD plugins

You will need to make sure the plugins are deployed as well. Unreal deployment doesn't access to the settings information so you will need to create an extra file that lists the plugins you want to deploy.

Create a file "plugins.txt" in the FMODStudio/Binaries/Platform/ directory. The text file should contain the plugin names (just the name without file extension).

For example, to deploy fmod_gain.dll on Win64 builds, create a file FMODStudio/Binaries/Win64/plugins.txt with the following contents:

        fmod_gain