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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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We’ll be adding these features over the next few months. I don’t have any exact dates for you at this stage.

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[quote="Skaven":2c8xh785][quote="ssnyder":2c8xh785]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:2c8xh785]
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:2c8xh785]

i originally thought a sound def random delay parameter would be great, but if we had it as an effect, it could be combined with the velocity and layers, to allow, say, 2 sounds on the same layer to be randomly offset from their original position, using a min/max parameter.
as a way to achieve this,(haven’t tried this yet) we thought of using a paramXX as a layer property, and having the programmer speed up/ slow down the velocity on that param in-game, but doing it that way would be more work for him, and i wouldn’t hear the results till i got it in the game.
the sound def route would be ok, but it would globally affect the definition, and i’m sure many people reuse the same sound defs in several places, and don’t always want the same randomness. (i could just duplicate with a new name as a work around, i know.)
so i guess what i’m saying is……..i’ll take whatever i can get….

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[quote="DLawson":q2apm55s]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[/quote:q2apm55s]

Yes, I would like to have that feature added to, if possible. Specifically,
if EventSystem::load( ) could have an overload that takes a memory location and a file size, that would work great for us.

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Undo’s been implemented and is currently in test. It’ll go out in dev branch Designer in a few weeks.

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Recent files list in ‘File’.

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Would it be possible to add new sound definition types, to give more control in the event editor. For example, if I want to stop a sound right now, my programmer has to do it, but if I could set up an 2 events: 1 with a sound definition playing a loop file, called StartLoop, and the other with a sound definition that says "stop <sounddef name>" called StopLoop, I could do these tasks myself. This could also open up a whole slew of new, powerful features for FMOD. Other commands such as pause/unpause, mute/unmute, even changing game parameter values could all be done by the designer with minimal external work.

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Hi,

it would be great to have more flexible events categorization.
At the moment event could be in single category only. Sometimes it is useful to put event into two or more categories. Like instead of putting e-mail in one folder – ability to put several tags on it like in Gmail.

Example: Current categorization works fine when we divide events on "game events" and "in-game pause menu events". It allows us to fade off all game events when pause button pressed.
But when we want to apply some effects on chosen sounds, like apply lowpass and psychedelic reverb when we are close to death on all events that does represent further health reduction. And there is another effect like when coming into stealth mode, increase volume on footstep events, decrease all ambients.
There could be such event subsets intersections, which requires not beautiful and confused categories hierarchy

Sure, it could be done by separating them in small categories on the same level, and then apply effect on several categories in a program. But that requires large work on events categorization, and it would be good to have this functionality in FMOD designer to allow sound designers manage with them.

One of possible UI solutions for that could be: on dragging event from folder to another folder in categories view on right click, there is a popup menu of two selections "move" and "clone". Cloned event presents only in categories view and does not appear in any other. When there is a cloned (symlink) on the event, it’s icon in categories view could be changed a little, to get attention that it exists in several categories.

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Point taken – multiple select for sound instances would be handy. Incidentally, for the example you gave you could set the "Default sound type" to "Looping" in the "Edit->Preferences…" dialog before importing your engine loops.

Cheers,

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Hello,

I’m just beginning to use FMOD Ex designer (for evaluation for our needs) and I’m surprised not to find :
– undo editing event (I have seen that, for example, there is a question to confirm layer destruction, but error is human … and I did not see the same thing for effect ?)
Is’nt this feature useful ?

  • play all the sequence of an event. I mean : I have built an event with 2 sounds one after the other one. When I clic on play button, I need to move the cursor line to ear the sound at a specific time : that does not give a real idea of what will be the sequence when played.
    I’m wrong ?

Thanks.

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Hi,

[list:1yri3q2w]* Yes, a default value for a parameter should be useful
* Would it be possible to make the event player "connectable" by the designer ?
* Would it be possible to have a hierarchy of templates (I mean a template that add some propertie values to another template) ?
[/list:u:1yri3q2w]

Thanks,
– Olivier –

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[quote="fredsifu":34j76fex]FMOD Designer Feature Request

Would it be possible to add a basic log file output to the profiler?

I’m currently benchmarking FMOD CPU usage for playing sounds at different sample rates. The Profiler tab currently gives you a nice first glance at what the costs are, but I’d like to graph them out in a spreadsheet and use the actual figures I’m seeing, not to introduce a judgement error in this process.

I’m taking into account the mixer sample rate, data sample rate, active voice count, average CPU% and Peak CPU%.

Being able to have the item of the graph control dialog box out in a nice text file would really help me in this task.

Thanks guys,
Fred[/quote:34j76fex]

We do plan to improve the profiler to include a history so you can scroll back and see what happened in the past, and be able to save it to a file (maybe xml)

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OK, good to know they are close… driving me crazy… SOLO to pair the existing MUTE would be nice also

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beat me to the submit ^^^

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I would also like to be able to load a Project from a buffer. Our engine (like most others I assume) has its own FileIO system, and I would rather not bypass it.

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[quote="templar":s2qajifr]Feature Request: Improved granular synth feature. Allow the sound designer to place loop markers within a single file to indicate the ‘grains’, rather than cutting the files into smaller pieces.[/quote:s2qajifr]
Awesome. +1

Random seeking within sample (with in/out ramps) could also be useful. You could create an endless non-repeating water lapping sound from a relatively short loop with this, for instance.

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How about a new pulldown list of languages in the Build dialog that has translation targets, and a boolean property added to each sound Sound Definition entry that specifies "language specific" true or false. With the checkbox enabled it appends an additional subdirectory to the Audio Source path that is the target language name.

IE:

C:\BlasterGameSounds\English\PlayerGreeting1.wav
C:\BlasterGameSounds\French\PlayerGreeting1.wav
C:\BlasterGameSounds\German\PlayerGreeting1.wav

If the file doesn’t exist on build of a specific language (say German), it looks instead in a "default language" folder defined in the project options dialog (say English). Would be a cheap way to provide multi-lingual support.

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A couple of small but very important features would really help us out:

1) Being able to give a positive value to volume on a per event basis (and on a per category basis). Like any sequencer or multitrack audio editor, having the freedom to go above 0 dB is imperative

2) Having the pitch settings displayed in semitones and cents as opposed to an octave percentage. This can be very frustrating since an octave is split into 12 semitones and the values in Designer are 0.00 – 1.

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TapeMaster – I agree that would be a good feature to have at a high-level of the event system.

In the meantime, while a little involved, there may be a way to accomplish what you seek at the low-level through use of event user parameters.

Add a user parameter to all of the associated events, for instance a parameter named Health. Next, inside each event with a Health parameter, set up the desired effects and automation curves tuned for the near-death end of your Health parameter range.

By this method many events can be setup to be controlled all at once by the game dynamically changing the value of the Health parameter globally on all event instances. Those events without a Health parameter ignore the change, while all events with a Health parameter are gracefully shifted into their individually tuned near-death effect mode.

In this manner, you can drop concern of tracking which events are loaded or not which would need to be updated. You are also free to add as many other user parameters as needed and their intersections across the domain of events can be totally arbitrary.

Obviously this method becomes prohibitive when there are lots of events and a need to use the more cpu-hungry dsp effects, but for simple stuff like volume and filter, it works very well across hundreds of events.

Hope that helps
-jason

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It would be cool to be able to export sound events on their own and open them up in a different fdp. This would be useful when trying to share complex event behaviors between similar fdps without rebuilding them from scratch. Obviously if they are referencing different sound definitions then that will have to be addressed.

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[quote="oroussel":vk5xhxj1]- play all the sequence of an event. I mean : I have built an event with 2 sounds one after the other one. When I clic on play button, I need to move the cursor line to ear the sound at a specific time : that does not give a real idea of what will be the sequence when played.
I’m wrong ?

Thanks.[/quote:vk5xhxj1]

hi,
i’m new here too, but i’ll share what little i know.
in the designer, the values you use in the parameter will determine how long the event plays for…
to play a short sound after a short sound…try this.
in the Event editor page, right click over the param00(primary) and set the velocity to 1.0.(the cursor will travel 1 unit per second)…set the range to min=0, max= 10. (that’ll be 10 seconds)
ruler spacing=1.0.
place the sounds in the layer(try at 0 and 5), and hit play.
not sure how the seek speed affects things yet…
hope this helps a bit.
good luck.

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