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]
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 10 years ago
[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]
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.
- DLawson answered 11 years ago
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.
- ssnyder answered 11 years ago
got it thanks. That’s quite a difference! Some other usability issues which would be nice to address:
have FMOD remember size and positioning of the Designer window when it was last closed (it’s currently opening really small every time on a 1600×1200 display)
easier/more responsive means to resize layers in the Event Editor (once more than one effect is loaded on a layer, rather than clicking anywhere in the bottom of a layer to get the resize arrow, you can only get it by clicking on the bottom left)
easier/more responsive means to add and move points (it can take multiple right-click attempts before the "add point" shows up in the contextual menu. I get the "Add sound" menu about 40-50 percent of the time).
-when adding sounds to a Sound Definition, have the tool remember the last directory and point there rather than C:\Program Files\FMOD SoundSystem\FMOD Designer\examples
- broodley answered 11 years ago
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….
- mattconnolly answered 9 years ago
Ideally what I’m looking for are some volume ducking features, but the following may be more feasible in the near future and would help alleviate some need for ducking:
I often run into situations where an event can trigger in the following ways:
B) twice or more simultaneously
C) twice or more near-simultaneously
This causes me to have to make some tough choices when it comes to setting the Max Playbacks. If I set Max Playbacks to >1, then situations A and C will be fine, but B will cause ugly volume spikes. If I set Max Playbacks to 1, then situation B will be well controlled, but C will sound choppy/ugly (due to the 1st instance of the sound getting cut-off).
Right now, I have to decide which situation(s) is more likely to occur and pick my Max Playbacks accordingly. However, the following feature may help this problem, although maybe there’s a better solution:
What if we could have multiple Max Playback settings per event (say 2 settings) that would effectively allow the Max Playbacks to increase/decrease based on how long it’s been since a Playback occurred. For example:
Max Playbacks = 1, if <200ms has elapsed since the last playback
Max Playbacks = 2, if >200ms has elapsed since the last playback
The sound designer/integrator could look at the sound in question and decide when the sound is effectively in its release tail and therefore pick a ‘blackout’ period where only one Playback is allowed (so that volume doubling/spikes can’t occur). Then once this ‘blackout’ period is over, a 2nd Playback would be allowed, and the 1st Playback would be allowed to finish, thus preventing the choppiness that comes with setting max playbacks too low. For this feature, I’m not quite sure how to deal with events that need more than 2 playbacks, since the ‘how long has it been since the last playback occurred?’ logic may get messy, but I assume the Firelight guys can determine the best way to handle this.
If this situation were to be handled with volume ducking instead of max playbacks, then I’d be suggesting that the volume of the same event be reduced by a sound designer defined amount if it’s been < Xms since a Playback of the same event occurred. Settings could also be defined for how much to reduce the volume of 3rd, 4th, 5th, etc. playback if it were to occur within the same time window.
I assume the problem that I described is nothing new, so maybe there’s another way of dealing with this that I’m not aware of?
- capybara answered 8 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 11 years ago
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.
Fmod Designer feature requests are being compiled here:
Feel free to add requests even if they are just titles (stubs). I’m happy to format any wiki entries made.
The major of these features will be targetted towards FMOD Designer 2.
I’d like a new parameter (angle), like (distance)
It would be an automatic realtime update of angle to sound from listener.
- jcobb answered 11 years ago
Have the ability to "detach" any of the tabs and rearrange them on your screen as you see fit. I’d like to have the sound definition, events, and event editor up on the same window (or spread across multiple screens) at the same time so I can drag and drop from one to the other.
- themightyzq answered 12 years ago
[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 :>
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.
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="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.
- Guest answered 10 years ago
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?)
- Anonymous answered 13 years ago
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.
- Adam Smith-Kipnis answered 12 years ago
[quote="Memery":1s5esnur]I’d be surprised if these hadn’t been mentioned yet:
- really need some way to organize the wavebanks list. Folders like in the sound definitions list would be great!
waves arent even listed in the folder view, so there’s not really a huge need like there is for sound definitions for example.
– if event templates could apply default properties to sound definitions in the events. For example, sound instances in events default to "loop and cutoff," but for our project we’d like them to default to "oneshot." There is currently no way to create a template that establishes "oneshot" as the default behavior for loop mode in new events and their sound instances.
If you create an event from a template, you can have a one shot template for all of your new events.
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