
so file that is automatically linked correclty when building for android/oculus? or does it exists a way (similar to the one used for the native plugins) to develop my fmod plugins in order to avoid the development of an additional.

Since the fmod native plugins are able to work on the oculus, I wonder if they are containing a. lib files (dynamic libraries) generated to run on the FMOD studio. so files (like those for the oculus spatializer in plugins/FMOD/platroms/android/lib) which are completely different from. This said, most of the time I am working with fmod for projects running on oculus quest (and am using unity) so I would like to offer plugins working for this.įrom what I’ve understood, since oculus is using the android platform, the plugins have to be. The only question left is why do I need to add a ‘’ #pragma warning(disable : 4996)’’ which is not added to the provided examples plugins in order to avoid error 4996. It was pretty easy to build my first plugin by following the examples and using the FMOD Studio Plug-in SDK, thanks to fmod for that I get my first basic plugin working(nothing fancy just a mute and audio level), I am very excited about that and am looking forward to develop more advanced stuff based on the code I have developed for Vst/VCV plugins.

I’m a Vst and VCV plugin developer and I’m starting to develop FMOD plugins.
