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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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Would like to see:

-Stereo in 3D support with ability to determine stereo width based on distance.

-Ability to use logarithmic, linear or S curves in the track view.

-Ability to reorganize events in the event group.

-Ability to jump to a point in a wave and not always start it from the beginning (is this already possible?)

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First – thanks for the "Start when finished" start parameter. There’s a bunch of happy sound guys over here. :)

Some other things that have come up:

1) More than 10 divisions in the Parameter grid. I’d like to see it split into logical division based the maximum parameter / divisions.

1a) A big added feature would be the ability to set Parameter as an INT, so we can parse table indexes and the like as parameters.

ie: If I have 13 values in a table, indexed 0 to 12 – I want my parameter grid to start at 0, end at 12, and have 12 divisions on a grid size of 1. Now I can build my events on the INT and when that is called from the table, I’ll play the right sound. Currently if I do this, even if I set my grid size to 1, my grid lines end up as 1.2, 2.4, 3.6, etc.. 12.

2) Add options "steal farthest away" and "steal closest" to 3D sounds

3) Add ability to set the Color of effect envelopes.

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Hello — I just have a minor feature request. I’m calling fmod_designercl.exe as part of my asset build script, parsing the output logs to check for build errors. It seems that fmod_designercl.exe generates a pile of helpful status messages while it’s building, and it’s making my log parser’s life rather difficult :). I would greatly appreciate a "quiet mode" switch I could pass that would disable all console output (except error messages, of course). Would that be possible?

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I don’t know if this was mentioned or not, but it would nice if designer saved current project after clicking build (like visual studio for example).

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Hi,

I spoke to Andrew on a thread earlier on adding Sample Offset as a FX in the Event Editor to be able to modulate sequences of sounds in time. Is this to be added to the list, or does this pose a problem?

Best

M

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[quote="ssnyder":29av5c17]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).

This allows for a more complex and more varied use of a small number of sound definitions. 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.

8)[/quote:29av5c17]

I agree…
This is #1 on my wishlist/NEEDlist as well.
Any chance of this getting into the Designer soon?

Please?

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[quote="oroussel":8b1totlm]Hi,

1) I do not undestand where I am supposed to post feature request (in the forum, in the wiki now ?): could you say which way is better for you ?

2) so here, a feature request:
would it be possible to get an eventParameter property that indicates if this parameter has a sustain point defined in it ?
(we’d like to have some automatic treatment applied on event with such parameters. May be something returning the number of sustain points defined for a parameter, to begin)

Thanks.
– Olivier -[/quote:8b1totlm]

You are free to add your suggestions and feature requests here or the wiki. I will compile all suggestions made here to wiki, so you are covered either way!

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An "automatic" parameter for "3d velocity" just like there is for "3d distance".

This could be really cool to exaggerate doppler effects on some sounds, or also to automagically create engine noises for moving AI vehicles, etc. The possibilities are endless….

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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?

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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.

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 :)

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Hi Ben,

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)

  1. 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.
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[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]

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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

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Event Group Templates would be nice, That way I can easily have a list of flag like parameters that I can pick up on in code to control things like loading.

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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..?

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This is on our list but I can’t give you a date for it’s completion.

Cheers,

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[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! :)

lcl

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[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.
…etc.

Cheers..[/quote:1uduxyi6]

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.

Cheers.

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While we’re at it, acceleration, too!

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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.

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