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! :)):
[: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] Interface improvements[/:m:1hcs9po3]
[:1hcs9po3] Events can have no parameters at all[/:m:1hcs9po3][/list:u: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]
[:35k31fke]Improved UI for editing the envelopes (for example: double click to add point, select and press Del to delete it)[/:m:35k31fke][/list:u:35k31fke][/quote:35k31fke]
You can already SHIFT+leftclick on an envelope to add a point and SHIFT+leftdoubleclick on a point to delete it. We’ll be updating the docs soon.
3. Copy and pasting events across different instances of the tool would be useful, but I guess this wouldn’t be needed with the workspace system you’re planning on implementing.[/quote:2d29oomu]
Is it possible to get a version of Designer that can do this while waiting for the workspace system (assuming it’s still being worked on). Editing fdp files by hand to move events around between different files is really tedious and prone to errors.
- crouton answered 10 years ago
[b:1kl8g0a4]Feature Request: M/S Decoding[/b:1kl8g0a4]
I would love a [url=http://emusician.com/mag/emusic_front_center/:1kl8g0a4]mid-side decode[/url:1kl8g0a4] effect to use on "stereo" wave sources where left = mid and right = side.
The effect would allow a curve to be drawn that changes the balance between the source wave mid and side signals in the m-s decoder output.
The resultant stereo output could then be effected by the normal surround pan, 3d speaker spread and 3d pan level effects.
I would primarily use this with a distance parameter in order to make sounds blend from being more present-sounding (more mid) to more distant-sounding (more side). I don’t know if any games have ever used m-s source or not, but I’d be interested in hearing any expertise with it that may be out there.
Mid-side source would use double the ram of mono, but it might use less dsp than filtering and reverb on each voice; so like most things, it would be a trade off.
[b:1kl8g0a4]Feature Request: surround pan effect mains level[/b:1kl8g0a4]
There are already mains left-right front-back pan positions and lfe level controls in the surround pan effect, but what about changing the mains level from this effect as well?
Sometimes I’d like to be able to send audio just to the lfe and not the mains, and ultimately control mains / lfe balance with an event parameter and layer effect curves.
Alternatively, you could add additional volume effect property options for each speaker output. Either way works for me. Or both.
[b:1kl8g0a4]Feature Request: parameter starting values[/b:1kl8g0a4]
We would like a means of having event parameters automatically start at a user-defined default when an event is loaded, rather than just the starting at the left-hand side of the parameter range. (mainly to save us from having to set them ourselves each time we play the event.)
Either as a new ‘starting value’ field in the parameter’s properties, or perhaps implement it with the optional event user properties list whereby if there is a user property that is named the same as a parameter in the event, the parameter starting value could be specified if so desired.
thanks for your support
- templar answered 10 years ago
Hello Fmod team,
A little feature, I wish I could copy/paste the path written in white below when I talk/chat with my audio coder.
Is it possible? Thanks!
- har0ld answered 8 years ago
in the list, the GUI speedup entry – does this imply undo and copy and paste functions in the Event Editor? Really slows things down when you’re not allowed to make mistakes, and not copy parameters, layers, envelopes and sounds back and forth…
[quote="ssnyder":12g366nr]By shifting sound definitions within an event small amounts of time against each other, things like crashes and explosions become much more interesting and far less repetitive, without the addition of more sample data.[/quote:12g366nr]
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.
Tough, the delay is not random. But: what if, instead of plugin, it was a parameter in the sound definitions? (Initial Delay, 0 – xxxx ms).
[quote="oroussel":1r33dg7n][quote="ringmod":1r33dg7n]I have the following requests, which I think would be deal-breakers for most audio professionals considering middleware solutions.
1 – Sliders to change values, rather than manual entry.
Well, for this particular point, I would prefer to have both ways, because sometimes an exact value is required, and this is impossible to have with a slider.
I suppose it would be useful, to those who can hear the difference between 250 or 255 milliseconds of predelay 😉 In all seriousness though, most slider interfaces in professional audio software allow you to hold down the shift key (or right mouse button) while dragging a slider for "micro" increments of values, if you are indeed after an exact value.
- ringmod answered 9 years ago
[quote="Memery":1s5esnur]I’d be surprised if these hadn’t been mentioned yet:
- really need some way to organize the wavebanks list. Folders like in the sound definitions list would be great!
waves arent even listed in the folder view, so there’s not really a huge need like there is for sound definitions for example.
– if event templates could apply default properties to sound definitions in the events. For example, sound instances in events default to "loop and cutoff," but for our project we’d like them to default to "oneshot." There is currently no way to create a template that establishes "oneshot" as the default behavior for loop mode in new events and their sound instances.
If you create an event from a template, you can have a one shot template for all of your new events.
Thanks for the ideas, i think we’ll try to put in a start delay as a sound definition parameter first, then look at some effect thing later. We can probably slot this in for the next few weeks.
- Knucklesound answered 10 years ago
Were you guys thinking of adding a batch builder? We use different projects for every level and/or language (localization) which makes lots of opening files, clicking and waiting. It would be a nice simple feature that would make our lives easier :>
Have you considered writing one on your own in the meantime? I’m a total Python novice, but I managed to put together a program that lists all my FMOD projects in a GUI and lets me choose various compiling options for the command line after I multi-select which FDPs to compile. It then writes a BAT file and executes it. It took around 130 lines of code, and if I can do it, I’d imagine you could too.
It would be really handy if the "FMOD Engine Designer" system (select it from the menu and use it to dynamically change rpm and load parameters) was available for any sound i.e. it reads the parameters you’ve set for the sound and creates a slider for each parameter. Saves me naming the parameters rpm and load just so I can test it easily 😉
Being able to TAB through the property values to fill them in would be nice (minor but would be handy)
Copy and pasting events across different instances of the tool would be useful, but I guess this wouldn’t be needed with the workspace system you’re planning on implementing. As long as you can say define a project that doesn’t [b:2qyruirs]have[/b:2qyruirs] to build e.g. a project that contains all different types of engine sounds that you use as a master group. You’d then just copy the engine sounds from the master set into the various cars as required (assuming they share the limited master set). There’s no need to build the master group and have it loaded
- crouton answered 11 years ago
Without using traditional ring-buffer audio streaming, I would like a means to swap out wave variations in a sound definition.
To put it another way, I’d like a means to have wave variations of a sound definition be disk-bound rather than memory bound, and without a constant streaming bandwidth requirement.
[url=http://www.fmod.org/forum/viewtopic.php?p=32286#32286:gmnc45l0]details in this thread[/url:gmnc45l0]
- jcobb answered 10 years ago
**FMOD FEATURE REQUEST **
It would be helpful to allow delaying the start time of an event by ‘n’ milliseconds. A simple text field under event properties would work.
Delay Event Start = ‘n’ milliseconds.
I recently created a complex, multi-layered event, using the cycle parameter, and it does not sync up with the in-game animation. It starts about 300ms too early. There is no practical way in FMOD to delay the onset of event playback.
- NotVeryLoud answered 8 years ago
[quote="AnimusSonitus":iuls0mzf]As an example, I have about 20 torches all sharing a single event in one scene. Because they all start at the exact same time, I only hear one torch, since the streams are synchronized.[/quote:iuls0mzf]
If the torch sound is a short looping sound, a delay could make the torches sound like psychaedelic dub reggae with lots of tape delay. Here’s a couple of other things you could try:
Give the torch sound a Pitch random. This will turn the flange into a chorus.
Another thing to try, would be to slice the torch loop into a few short cuts (cut at zero cross), and play them back in random order using the "Sentenced" playback mode. This will make it less likely for two torch sound bits to overlap.
Third: give the torch sounds a small Falloff, so that you just hear one or two nearest torches. If it’s a piece of wood burning, it’s not really that loud, anyway. And if it’s a big bunch of torches bundled together, just place one sound in the center of them.
[quote="jcobb":1wj58gic]This is a old request, but it was not ever linked from this thread. I still would use this if it existed.
http://188.8.131.52/forum/viewtopic.php … ght=#26010
Short version is that it would allow an event parameter to determine which waves can play from a sound definition.
While not through an event parameter, we have recently added the ability to be able to select which sound index is to be played via a programmer callback.
[quote="BananaRaffle":3jesch3a]14) The fdp.bak file should not be modified unless the project has actually changed. Otherwise, hitting save twice in a row results in a useless backup.[/quote:3jesch3a]
This has been fixed in the latest release of Designer.
- Guest answered 7 years ago
[quote="Calabiyau":1xsnm8d1]Need some way to organize the Wave Banks and Sound Definitions trees with folders.
It would also be useful in large projects (like mine) to be able to right click on a selected event or event group or group of selected events and say "Look at used wave banks" which would show (say, in the Wave Banks tab) which banks are used by those files. And the same option for Sound Definitions would be useful as well.
And lastly, a Wave Bank optimizer would be useful. All the sounds used by group A and only group A are put in WaveBankA. Sounds used by A and B are put in WaveBankAB or are simply put in individual banks. Sounds used by B are in WaveBankB. Is something like that feasible? Useful?[/quote:1xsnm8d1]
Sound definitions do have folders, so you can organize them into groups.
It sounds like you want fmod designer to create banks based on groups? That isnt really feasible as far as i can see. Its not even necessary. Nowadays you should be grouping waves based on attributes, such as streaming/static, compression format, or if you want to group waves for preloading all at once for certain purposes (in your game)
Please login first to submit.