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]
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?
- Calabiyau answered 11 years ago
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.
We’re hiring more people at the moment so it might be possible to get some of these outstanding feature requests in quicker, at the moment we have a backlog of stuff
Thanks for the ultrafast responce time down there.
For 1. I actually found a workaround, since my BPMs are very even numbers I just halved the tempo to get the required time. (and halved again to get even longer sync times)
For 2. The way we are using this today is as follows (custom made system). We have a bank files in a playlist which gets played from randomly and when the engine sees that a given track is about to end, it will crossfade into the next track, BPM syncronized. That gives a nice flow of music with out looping and with the BPM synced crossfading you get the feel of a neverending track. (which other muscial elements could be built ontop of)
As for 3. I’m sorry to hear that, we’ve been using just .ogg for the game and .mp3 is unusable for stiching (I allways get some hickup on the transitions) .mp2 works like charm though (ADPCM is not good for hihats and other hight pitched sounds), perhaps I’ll use .mp2 in the future. Does anyone know about the licensing for mp2 decoder.
I remember about reading about it at one time during my DVD ripping days that the official fraunhofer mp3 codec had a flaw where the compressed file would be somewhat shorter than the original (frame loss ?) but google didn’t grace me with finding that now. But since you are using lame (I at least saw some lame .dll in the program folder) that shouldn’t be an issue.
For 4. Yes merging would solve what I had in mind. (the ability to be able to configure something new without having all the content in your game loaded. For quicker auditioning times)
- This was just a stupid user misunderstanding. I didn’t get this to work, but looking at your example file I was able to get my music to sync up. But having a beat counter in the FMOD Music Player isn’t a bad idea though.
[list:2m7yhmwz][:2m7yhmwz]Ability to add a “master layer” to an Event, with master effects that apply to the entire event[/:m:2m7yhmwz]
[:2m7yhmwz]Ability to add effects to entire categories, even the Master category (for example, a master reverb for game environments) with their own parametrized effects that can be edited in the Event Editor. These would require the addition of Global Variables.[/:m:2m7yhmwz]
[:2m7yhmwz]Global Variables – variables that may apply to all events and automatically appear in all of them (example: “RainStrength”, a variable controlled globally by the game, affecting multiple sound events).[/:m:2m7yhmwz]
[:2m7yhmwz]MaxPlaybacks limit per category[/:m:2m7yhmwz]
[:2m7yhmwz]Improved UI for editing the envelopes (for example: double click to add point, select and press Del to delete it)[/:m:2m7yhmwz]
[:2m7yhmwz]Improved UI for deleting layers and waves from events (select wave or layer and press Del)[/:m:2m7yhmwz][/list:u:2m7yhmwz]
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.
- ssnyder answered 11 years ago
Right now our game references sound events by FMOD Designer (full) event name (there’s no intermediate lookup table). So if you’re in our game editor and want to play a sound, you type the name manually. It would be nice to be able to copy the sound name in FMOD Designer and just paste it into our game editor (to prevent typo’s).
Can we add a very simple feature where you can right click a sound event and copy the full event name to clipboard (just as plain text)? This text would correspond to the event name you would pass to EventSystem::GetEvent(…).
Right now it has the copy option, so maybe adding a new menu item ‘Copy name to clipboard’ or something..?
- Jade_Lee answered 9 years ago
[quote:1f4vaqqv]I’d like a plugin that inserts a start delay for the layer the plugin is defined on. The delay should be a random value within a min/max range, in seconds or milliseconds (as long as the range can be fairly long). [/quote:1f4vaqqv]
Count my vote!
- lostchocolatelab answered 11 years ago
[quote="ringmod":1uduxyi6]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.
- oroussel answered 10 years ago
Here are a couple of aesthetic changes that would help me keep my sanity a bit:
1) When dragging files from an explorer window over to the sound definition tab, it automatically creates a separate sound definition for each waveform that you drag in. It would be very, very, VERY cool to have the option to create just one definition and it automatically drops all of the waveforms that you are dragging over in. Maybe when you drag the files over it asks you to create multiple definitions or just a single one (then pops up a field to change the title of the definition if you choose the single).
2) Having the ability to highlight multiple sound definitions and add "don’t play" entries on all of them at once, instead of having to do it one at a time.
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.
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 :>
- jocorok answered 10 years ago
[: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 11 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 11 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 9 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).
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