# FMOD extension for Defold - now official

**URL:** <https://forum.defold.com/t/fmod-extension-for-defold-now-official/82973>\
**Category:** Announcements\
**Created:** [June 25, 2026, 8:26am UTC](https://forum.defold.com/t/fmod-extension-for-defold-now-official/82973 "2026-06-25T08:26:23Z")\
**Posts on this page:** 6\
**Page:** 1

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**Author:** ![Pawel](https://forum-defold.b-cdn.net/user_avatar/forum.defold.com/pawel/32/24623_2.png) [@Pawel](https://forum.defold.com/u/Pawel)\
**Post date:** [June 25, 2026, 8:26am UTC](https://forum.defold.com/t/fmod-extension-for-defold-now-official/82973/1 "2026-06-25T08:26:23Z")

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We’re happy to announce a new release of the **FMOD extension for Defold** 🎧

 ![defoldfmodbanner](https://forum-defold-uploads.b-cdn.net/original/3X/5/1/51437eea12de5316540000f5e9986db3c65bf1e8.jpeg)

Originally created by Marius @dapetcu21 ❤, 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](https://www.fmod.com/) 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:

- 🔊 spatial 3D audio with listener and emitter positioning
- 🎛 event playback controls: start, stop, fadeout, pause, resume
- 🎚 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:

> **[Defold FMOD](https://defold.com/assets/defold-fmod/)**
>
> Official Defold native extension for FMOD sound engine bindings. FMOD is a proprietary sound effects engine and authoring tool for video games and applications, that p...

Check out the examples in the project too!

 ![Zrzut ekranu z 2026-06-24 15-32-12](https://forum-defold-uploads.b-cdn.net/original/3X/2/e/2ec4720a9a81faab1d2fac9dc66f2f50625317c1.jpeg)  
 ![image](https://forum-defold-uploads.b-cdn.net/original/3X/4/e/4e95ad57b87d2b0435dcf4c02bfb333115139d3d.png)

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**Author:** ![Xev](https://forum-defold.b-cdn.net/user_avatar/forum.defold.com/xev/32/41556_2.png) [@Xev](https://forum.defold.com/u/Xev)\
**Post date:** [June 25, 2026, 9:53am UTC](https://forum.defold.com/t/fmod-extension-for-defold-now-official/82973/2 "2026-06-25T09:53:43Z")

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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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**Author:** ![britzl](https://forum-defold.b-cdn.net/user_avatar/forum.defold.com/britzl/32/23_2.png) [@britzl](https://forum.defold.com/u/britzl)\
**Post date:** [June 25, 2026, 12:20pm UTC](https://forum.defold.com/t/fmod-extension-for-defold-now-official/82973/3 "2026-06-25T12:20:16Z")

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> [@Xev](#):
>
> Does anyone know what the impact on file size is for web exports?

A quick check seems to indicate that it adds around 1.8MB in size.

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**Author:** ![Xev](https://forum-defold.b-cdn.net/user_avatar/forum.defold.com/xev/32/41556_2.png) [@Xev](https://forum.defold.com/u/Xev)\
**Post date:** [June 25, 2026, 12:30pm UTC](https://forum.defold.com/t/fmod-extension-for-defold-now-official/82973/4 "2026-06-25T12:30:02Z")

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Thanks for checking! I guess I’ll stay away from it when making web games. All I really needed was a way to change the pitch easily without modifying the speed of the audio.

But it’s still nice for desktop and mobile.

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**Author:** ![dapetcu21](https://forum-defold.b-cdn.net/user_avatar/forum.defold.com/dapetcu21/32/25120_2.png) [@dapetcu21](https://forum.defold.com/u/dapetcu21)\
**Post date:** [June 25, 2026, 12:55pm UTC](https://forum.defold.com/t/fmod-extension-for-defold-now-official/82973/5 "2026-06-25T12:55:00Z")

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Hi! Congrats on all the hard work on this! I’m super glad that this still lives on thanks to the awesome Defold team! I know how exciting it was for me to be able to do dynamic music and effects back when I first released it. I hope, now that it’s found a maintainer, more devs will experience that excitement and build cool games with cool sound design.

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**Author:** ![yeqwep](https://forum-defold.b-cdn.net/user_avatar/forum.defold.com/yeqwep/32/32639_2.png) [@yeqwep](https://forum.defold.com/u/yeqwep)\
**Post date:** [June 29, 2026, 6:40pm UTC](https://forum.defold.com/t/fmod-extension-for-defold-now-official/82973/6 "2026-06-29T18:40:59Z")

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The official FMOD support in Defold is fantastic!  
I’ve been experimenting with implementing an audio spectrum visualizer using the FMOD extension.

I was able to get the RMS (loudness) value through `get_parameter_float` without any issues. However, I couldn’t get the spectrum display working at first, because `get_parameter_data` wasn’t available in the extension.  
So I asked an AI to help me implement `get_parameter_data`, and with that I was finally able to get the spectrum rendering as shown in the video.

[![](https://img.youtube.com/vi/k3iNtwnY7RU/maxresdefault.jpg "FMOD Defold test") ](https://www.youtube.com/watch?v=k3iNtwnY7RU)

I’ve also filed an issue about the missing `get_parameter_data` implementation, in case it’s useful for others.
