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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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[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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[quote="Skaven":35k31fke][list:35k31fke]
[: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.

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  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 😉

  2. Being able to TAB through the property values to fill them in would be nice (minor but would be handy)

  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. 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

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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="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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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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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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Good idea Adam, that’s actually already on our list. I’ll bump the priority.

Cheers,

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If the width of the event or category tree views is changed, that width should come back the same when the program is quit and relaunched. This should also be implemented for the add sound definition dialog in the event editor.

I am constantly having to make views wider than default to see long names.

cheers
-jason

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Cheers Jason, I’ll add that to our list.

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

Cheers,

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Hi,

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…

M

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

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I’d love a way for Designer to be able to scan the current project and tell me how many events and source audio files are currently being loaded.

That’d be great for some memory footprint analysis…

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end a looping sound when a one-shot completes
:)

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