FMOD extension for Defold - now official

We’re happy to announce a new release of the FMOD extension for Defold :headphone:

Originally created by Marius @dapetcu21 :heart:, the extension has been forked and brought up to date and maintained by the Defold Foundation over the past year, with the goal of making FMOD a solid option for developers who need more advanced audio workflows in Defold projects on all platforms.

The extension now supports FMOD Studio and Core API 2.03.09, exposes both fmod and fmod.studio APIs to Lua, and gives Defold developers access to FMOD events, banks, buses, VCAs, runtime parameters, low-level audio control, and 3D spatial audio.

It also comes with example scenes showing practical use cases like:

  • :speaker_high_volume: spatial 3D audio with listener and emitter positioning
  • :control_knobs: event playback controls: start, stop, fadeout, pause, resume
  • :level_slider: runtime parameters for things like RPM, pitch, and volume

This release also completes the move away from the old bridge layer into a proper Defold native extension setup, with improved build tooling and better platform support.
It is supported now across desktop (Windows, Linux, Mac), mobile (Android, iOS), and HTML5.

FMOD is a powerful audio solution, and we’re glad to make it easier to use from Defold. If you are already using FMOD, want to try it in a Defold project, or need support for newer FMOD versions, please let us know.


The official Defold FMOD extension is now added to the Asset Portal:

Check out the examples in the project too!


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This is great news. I’ve never used FMOD, but I’ll definitely give it a try!
Does anyone know what the impact on file size is for web exports?

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