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This thread is a rough way of communicating what’s coming up in FMOD Designer and in what order. This list is by no means complete and it [b:1hcs9po3]will[/b:1hcs9po3] change periodically so use it as a guide only! It is meant to be a quick look at what’s "just around the corner", not an exhaustive roadmap.

If you have any suggestions or things you’d like to see in FMOD Designer then post them here.

being worked on ([b:1hcs9po3]updated 22nd December[/b:1hcs9po3] Happy Holidays! :)):
[list:1hcs9po3]
[:1hcs9po3] Runtime memory/cpu optimisations[/:m:1hcs9po3]
[:1hcs9po3] "Effect" events. These can be attached to a category and the final mixed output of everything in that category appears as a layer in the effect event so you can apply dsp effects etc. to a whole category using FMOD Designer.[/:m:1hcs9po3]
[:1hcs9po3] More cut’n’paste functionality[/:m:1hcs9po3]
[:1hcs9po3] Multichannel streaming improvements – channel mix curves[/:m:1hcs9po3]
[:1hcs9po3] Undo/redo[/:m:1hcs9po3]
[:1hcs9po3] Interface improvements[/:m:1hcs9po3]
[:1hcs9po3] Events can have no parameters at all[/:m:1hcs9po3][/list:u:1hcs9po3]

Completed recently
[list:1hcs9po3]
[:1hcs9po3] More event properties are network tweakable[/:m:1hcs9po3]
[:1hcs9po3] More sound crossfade curves[/:m:1hcs9po3]
[:1hcs9po3] Sample rate optimisation[/:m:1hcs9po3]
[:1hcs9po3] Notes field for wave bank waveforms[/:m:1hcs9po3]
[:1hcs9po3] Override wave bank compression on command line[/:m:1hcs9po3]
[:1hcs9po3] More informative error codes[/:m:1hcs9po3]
[:1hcs9po3] MP2 support[/:m:1hcs9po3]
[:1hcs9po3] Added "music" category and removed "music" event property[/:m:1hcs9po3][/list:u:1hcs9po3]

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I’d love a way for Designer to be able to scan the current project and tell me how many events and source audio files are currently being loaded.

That’d be great for some memory footprint analysis…

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[quote="Skaven":1gsmbuz3]
I agree with your point, but you can already do delays with a parameter that has a velocity. Such parameters slide through the event and trigger sounds along the way as they proceed. The slower velocity you give to the parameter, the longer the delay.
[/quote:1gsmbuz3]

This doesn’t actually work for a one shot Explosion or Crash. Since there is only one trigger event, even having a velocity parameter would only serve to play the sound defined at that velocity point, and if there was nothing, then no sound would play.

I agree that using a velocity type parameter would work for continuous sounds, but not for a one shot, which is where we are hoping to use it.

And – what Knucklesound said. 😉

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I saw a feature schedule sticky effectively saying you’re going to be able to apply effects envelopes to an entire event. This is nice, but what would be even better would be to in addition be able to select an entire effects envelope (points and all) and copy paste it to another layer(s). At present it’s a bit of a fine art rather than a science to get your curves to match over multiple layers. Also – to copy and paste layers, but I seem to recall reading you’re already implementing that.

Cheers,
Ringmod

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Ideally what I’m looking for are some volume ducking features, but the following may be more feasible in the near future and would help alleviate some need for ducking:

I often run into situations where an event can trigger in the following ways:
A) once
B) twice or more simultaneously
C) twice or more near-simultaneously

This causes me to have to make some tough choices when it comes to setting the Max Playbacks. If I set Max Playbacks to >1, then situations A and C will be fine, but B will cause ugly volume spikes. If I set Max Playbacks to 1, then situation B will be well controlled, but C will sound choppy/ugly (due to the 1st instance of the sound getting cut-off).

Right now, I have to decide which situation(s) is more likely to occur and pick my Max Playbacks accordingly. However, the following feature may help this problem, although maybe there’s a better solution:

What if we could have multiple Max Playback settings per event (say 2 settings) that would effectively allow the Max Playbacks to increase/decrease based on how long it’s been since a Playback occurred. For example:

Max Playbacks = 1, if <200ms has elapsed since the last playback
Max Playbacks = 2, if >200ms has elapsed since the last playback

The sound designer/integrator could look at the sound in question and decide when the sound is effectively in its release tail and therefore pick a ‘blackout’ period where only one Playback is allowed (so that volume doubling/spikes can’t occur). Then once this ‘blackout’ period is over, a 2nd Playback would be allowed, and the 1st Playback would be allowed to finish, thus preventing the choppiness that comes with setting max playbacks too low. For this feature, I’m not quite sure how to deal with events that need more than 2 playbacks, since the ‘how long has it been since the last playback occurred?’ logic may get messy, but I assume the Firelight guys can determine the best way to handle this.

If this situation were to be handled with volume ducking instead of max playbacks, then I’d be suggesting that the volume of the same event be reduced by a sound designer defined amount if it’s been < Xms since a Playback of the same event occurred. Settings could also be defined for how much to reduce the volume of 3rd, 4th, 5th, etc. playback if it were to occur within the same time window.

I assume the problem that I described is nothing new, so maybe there’s another way of dealing with this that I’m not aware of?

Thanks,
Sean

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Option under the "Edit" menu for "Alphabatize Entire Project"

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  • I think it’s been mentioned before but the ability to add folders within sound banks for better organization

    • updated (and completed) documentation. (It’s been almost a year since the last update, and whole sections are still blank).

    • as mentioned above, additional events to stop, pause, and control sounds in ways that free the sound designers further from programmer dependency

    • better integration between systems such as the surround panner and the event editor. I should be able to control the time and draw a path in the surround panner window and see that curve propagated into the event editor, rather than having to click a point in the surround panner, click into the event editor, move the time line, go back to the surround panner, click another point, and repeat.

    • another one that’s been mentioned before, an integrated engine designer within the Event Editor which would be customizeable based on the parameters assigned within the editor. (The sliders seem to be a more accurate means to test changes in sounds over time, and it can be rather finicky and frustrating trying to grab the timeline cursor).

    • a means to stitch sounds (perhaps using multiple sustain points, which can be triggered by other events or parameters other than just a key off)

    • a "recent projects" listing in the File menu

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Jason,

I agree that it could work.

But events that I supposed to be affected, are the most part of all events in the game. It is really hard for sound designers to add parameter and effect curves to all of them individually one by one, and then keep in sync all existing and new events.

Your solution makes sense in case of small number of affected events. But I would like to use it on 70% of all game events…

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Good idea Adam, that’s actually already on our list. I’ll bump the priority.

Cheers,

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Hi,

Oh I did’nt realize the meaning of this parameter "Velocity" : much clearer now.
Thank you very much.

Now I’m playing with units in ruler and real duration of sounds to have something useful for code execution (I’m also coding a test dialog to play the events I’m designing).
Regards.

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Fmod Designer feature requests are being compiled here:

[url:277vfsz0]http://www.fmod.org/wiki/index.php5?title=Designer_feature_requests[/url:277vfsz0]

Feel free to add requests even if they are just titles (stubs). I’m happy to format any wiki entries made.

The major of these features will be targetted towards FMOD Designer 2.

cheers,
Templar

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In the 3D Audition modal window, it would be nice to be able to input an X and Z coordinate by keyboard entry. I had an instance where i needed to hit an exact dB level when exactly 4 units away, and it was quite difficult to drag the little red dot to exactly x = 4.

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end a looping sound when a one-shot completes
:)

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[quote="ssnyder":3lw33s7n]This doesn’t actually work for a one shot Explosion or Crash. Since there is only one trigger event, even having a velocity parameter would only serve to play the sound defined at that velocity point, and if there was nothing, then no sound would play. [/quote:3lw33s7n]
I meant, if you create a parameter (you can name the parameter "Time" if you will), and give this "Time" parameter a Velocity, the parameter will actually increase at a set velocity and trigger all events along the value range as it passes them. This can be used to create timed effects. The slower velocity the "Time" parameter has, the longer the event is.

See the earlier pages in this thread on how to do it.

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[code:var9wmr1]i would like the ability to ctrl-z things in the tab that i am currently in. a simple undo basically. [/code:var9wmr1]

[code:var9wmr1]I also feel it would basic and nice if you had the equivalent of an ALT tag that is on website images and buttons. Meaning that when you hover over any button or thing of that nature you get a small description of that item or button. This is usually a common thing seen in most software from what i know. Thanks[/code:var9wmr1]

[code:var9wmr1]also some basic shortcuts, like to load the FMOD Engine Designer, maybe a build shortcut, etc.[/code:var9wmr1]

thanks

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Are there any plans to add fileuploadfield to Designer?

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BUG

Along the lines of alphabatized things:
If you have a ton of sound definitions and highlight them all then right-click, you do not see the option to "sort alphabetically". It seems as though you need to right-click in some unused space in the sound definitions window. If you have a lot of sound definitions, then there is no unused space, thus, cannot sort alphabetically.

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[quote:28e0o20t] – updated (and completed) documentation. (It’s been almost a year since the last update, and whole sections are still blank).
[/quote:28e0o20t]

Get the latest version – the manual has been rewritten recently.

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I really like TapeMaster’s idea.

The categories tab is a good way of showing the group structure and where events lie in it. As a UI way of reinforcing the notion that this tab displays a group or buss structure, it would be good if it [b:2elod6yw]didn’t[/b:2elod6yw] allow the user to edit events from that tab. Instead, the only editing possible would be to move events from one group to another or to ‘clone’ them as TapeMaster says. This would remove any confusion about editing an event that appears in more than one category. Events could of course still be edited normally from the Hierarchy tab.

An extension of this group system that I would find very useful indeed would be the ability to have sounds in one group affect the parameters of sounds in other groups, and to have this functionality available in the Designer. So if a sound in group A is played, groups B and F could be ducked by 6dB for the duration of the group A sound (and have fancy timing and fade settings for the volume effect). Ducking is the most obvious application for this, but I’m sure all sort of other interesting things would be possible…

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If the width of the event or category tree views is changed, that width should come back the same when the program is quit and relaunched. This should also be implemented for the add sound definition dialog in the event editor.

I am constantly having to make views wider than default to see long names.

cheers
-jason

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A random request: I would appreciate a "Reverse Log" (or inverse log) curve shape. The current Log curve shape doesn’t always curve the way I’d like it to.

Ta!

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