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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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no it refers to the speed of the graphics drawing routines. You will notice when resizing it is fairly slow and flickers a bit. QT graphics library isnt very efficient doing certain things.

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[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.

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[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://52.88.2.202/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.

cheers
-jason[/quote:1wj58gic]

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.

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[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.

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[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)

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[quote="themightyzq":5jfrawpf]It would be cool to be able to import parameter, effect, and envelope settings from a different event. Unless there’s a way to do this already through the use of templates…

I’m just going through several AI VO settings and have to reconstruct a lot of the exact same stuff.[/quote:5jfrawpf]

Hi , yes you would use apply template to apply that stuff to a pre-existing event.

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Yeah, we too have had great success whipping up some simple Python scripts for audio builds. We have some extra hoo-ha to integrate with Perforce our Python based build system, but the the core idea of finding fdps and processing them with fmod_designercl.exe is really quick to write.

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  • Ability to open/edit sounds in external editor
  • Ability to stream from hard drive
  • parabolic curves
  • select multiple layers at the same time in event editor
  • ability to select and move curves/points with events in event editor
  • multiple cones in cone designer (multiple levels of attenuation)
  • display size of each (or multiple is shift-clicked) event groups
  • Diagnostic tool: estimation of total cpu load when selected sounds and effects are playing
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[quote="ssnyder":1erlbzmf]Either a new start mode called "Start Delay" or something, allowing you to delay a certain amount of time (in ms) before starting the sound def. This would also be effective as a layer effect.

Have a random range of start delay – ie: "delay between 1 and 8 ms on Play" – would allow more complex sounds to be dynamically created within the FMOD environment. If start delay was a layer effect, then start delay value could be set with an envelope.

–Scott[/quote:1erlbzmf]

I’d love to get this as well!
I was just looking for a way to do exactly that.

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I’d like a new parameter (angle), like (distance)

It would be an automatic realtime update of angle to sound from listener.

http://52.88.2.202/forum/viewtopic.php?p=33035#33035

cheers
-jason

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[quote="NotVeryLoud":12b77pwe]**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.

[/quote:12b77pwe]

I’d like to have this as an option on the spawn times for sound definitions as well: delay first instance by ‘n’ ms.

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Ok, any timetable on when to expect this in the Event Editor? Undo is vital, so is copy, paste and move – for layers, parameterstrips, envelopes and sounds.

M

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[quote="Skaven":3e3x1rck]

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:3e3x1rck]

There is more utility to it being a layer plug-in, rather than a sound definition thing. While being able to set the delay on a sound definition would certainly solve the initial design problem for most of what we are trying to do, it would require me to create 2 sound definitions that were essentially the same, except for the delay. With the delay on a layer, I can put any sound definition on there and get the delay, which is better for the design process, and means I don’t have duplicate sound definitions if I want to delay them, or if I want the same sound def to have different delay values on multiple events.

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Feature Request: (Pretty sure this doesn’t exist already)

In game, a way to load Event Project files from an in-memory location rather than reading from an explicit .FEV file. This would make project loading similar to FSB loading, where you already have the choice to get at them from an in-memory location or from a file.

This is to support engines that have their own pre-loading solution for all resources. Would be particularly useful when loading several projects in burst.

Thanks!

-dpl

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It was on the feature to do list 5 years ago and still no undo for FMOD Designer in 2010. There are many other things the designer needs but one of the benefits of using computers is the ability to undo and redo and you might want to consider this feature again before the world ends in 2012 :)

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Currently most useful features for me would be:

  • to copy the complete path of an event (to paste it where i need it)
  • Only one step of undo would be great (for accidentally deleted stuff)

BTW, great work guys, keep it up!

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[quote="brett":5bppco4t]hi guys,
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.
[/quote:5bppco4t]

Hi Brett.
Any idea when we’ll be getting this?
Is it close?

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Hi,

[quote="jocorok":2kak7utb]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 :>
[/quote:2kak7utb]

We don’t currently have any plans to add a batch builder. Using fmod_designercl in conjunction with your own script is a fairly quick and easy solution to this problem.

[quote="AnimusSonitus":2kak7utb]
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.
[/quote:2kak7utb]

[quote="audiodev":2kak7utb]Yeah, we too have had great success whipping up some simple Python scripts for audio builds. We have some extra hoo-ha to integrate with Perforce our Python based build system, but the the core idea of finding fdps and processing them with fmod_designercl.exe is really quick to write.[/quote:2kak7utb]

If anyone feels like sharing their awesome batch-building script with the community, the FMOD wiki ([url:2kak7utb]http://www.fmod.org/wiki/[/url:2kak7utb]) is a convenient place to do it :-)
Perhaps adding a section to [url:2kak7utb]http://www.fmod.org/wiki/index.php5?title=Designer_%28Tool%29[/url:2kak7utb] would be the way to go.

Thanks,
Ben

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[quote="crouton":136nij3o]1. 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 ;)[/quote:136nij3o]

Amen Crouton!

I’d like to be able to select multiple sound instances and change their properties instead of changing them one at a time. If I import multiple loops to create an engine and they default as oneshots it gets tiring changing each one to looping by hand.

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[quote="Knucklesound":186ywil5][quote="ssnyder":186ywil5]Either a new start mode called "Start Delay" or something, allowing you to delay a certain amount of time (in ms) before starting the sound def. This would also be effective as a layer effect.

Have a random range of start delay – ie: "delay between 1 and 8 ms on Play" – would allow more complex sounds to be dynamically created within the FMOD environment. If start delay was a layer effect, then start delay value could be set with an envelope.

–Scott[/quote:186ywil5]

I’d love to get this as well!
I was just looking for a way to do exactly that.[/quote:186ywil5]

This would also extend the usefulness of sound events that are shared by multiple in-game objects. 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. On occasion, one or two will be slightly delay in loading, resulting in a very odd flange effect. If I had a way to have each start at random, it would sound like multiple torches.

In fact, if there were a feature/property that instructed a sound definition to start playback of its wavetables at a random time position (so that one starts at 0:05.04, another starts at 0:01.25, and another starts at 0:23.28), that would be an even better way to handle multiple objects sharing the same event. This would prohibit shared events from synchronizing their sound defs without adding a silent load gap with looped material.

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