# May Engine Features - FMOD, warmup cache, FpMake and InstantFPC docs...

**URL:** https://forum.castle-engine.io/t/may-engine-features-fmod-warmup-cache-fpmake-and-instantfpc-docs/76
**Category:** News
**Created:** [May 30, 2019, 10:46am UTC](https://forum.castle-engine.io/t/may-engine-features-fmod-warmup-cache-fpmake-and-instantfpc-docs/76 "2019-05-30T10:46:14Z")
**Posts on this page:** 1
**Page:** 1

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### Author: ![michalis](https://forum.castle-engine.io/user_avatar/forum.castle-engine.io/michalis/32/3_2.png) [@michalis](https://forum.castle-engine.io/u/michalis)
#### Post date: [May 30, 2019, 10:46am UTC](https://forum.castle-engine.io/t/may-engine-features-fmod-warmup-cache-fpmake-and-instantfpc-docs/76/1 "2019-05-30T10:46:14Z")

</div>

| [!["Escape from the Universe" boss fight with chromatic aberration effect](https://forum.castle-engine.io/uploads/default/original/1X/82d0d51f28c20b0d12a61a599203d9a1090ae091.png)](https://castle-engine.io/wp/wp-content/uploads/2019/05/escape_universe_screen_11.png ""Escape from the Universe" boss fight with chromatic aberration effect") |

First of all, sorry for posting so seldom recently. At [Cat-astrophe Games](https://cat-astrophe-games.com/) we have been working on our first title on [Nintendo Switch](https://castle-engine.io/wp/2019/03/23/castle-game-engine-supports-nintendo-switch/), of course using CGE! Many of the new features described below are a result of that, and of course [you can use them already, they are part of Castle Game Engine 6.5](https://castle-engine.io/).

New features and notable bugfixes:

1. New sound backend using [FMOD](https://www.fmod.com/). You can select it at runtime [following our instructions](https://github.com/castle-engine/castle-engine/wiki/FMOD). FMOD offers even more cross-platform capabilities than our default OpenAL, in particular FMOD supports also consoles like Nintendo Switch. FMOD also allows to load more sound formats (like mp3). In the future our integration should also allow you to use _FMOD Studio_ and call FMOD events from code.
2. [material\_properties.xml now allow to convert images to a particular format (independent of GPU compression or downscaling)](https://castle-engine.io/creating_data_auto_generated_textures.php). This is useful when you e.g. want all images as DDS for performance reasons (DDS reading is fast, as there’s no extra decompression).

3. [“Warmup cache” element in CastleSettings.xml allows to preload some images or scenes](https://castle-engine.io/manual_castle_settings.php). This means that you load them once, in Container.LoadSettings, and not later (e.g. at loading UI state from .castle-user-interface file).

4. [We have better FpMake installation instructions](https://github.com/castle-engine/castle-engine/wiki/FpMake/).

5. CGE editor improvements:

6. In your applications, you can use

7. New option `<data exists="false" />` is possible in [CastleEngineManifest.xml](https://github.com/castle-engine/castle-engine/wiki/CastleEngineManifest.xml-examples)

8. Other notable bugfixes:

Have a lot of fun with _Castle Game Engine_!
