I am about to port the sound of a game we are working on and have a pretty huge project made in another middleware that I have converted. First of all in this other middleware the equivallence of eventgroups got exported as seperate “soundbanks” instead of as in FMOD designer one big fev-file. This means that the entire set of metadata (in terms of .fev 4MB!) doesn’t have to be in memory all the time but only the parts needed. As I have understood you can use multiple .fev:s but I don’t get how these can be exported, ie how each eventgroup in my project gets exported to a seperate fev, if even possible. Having one project per fev seems a bit messy since that would mean about 200 projects in our case. Also, I can’t see a way of sharing sound defs between projects so it all feels like a non-working solution. Finally when I tried to load my 4MB fev FMOD died after like a minute of hard work and it crashed my X360. Guess I might be running out of memory but I didn’t get any error of any kind.
- Frohagen asked 12 years ago
Well, we have roughly about (…take a deep breath…) 8000 events BUT some of these are duplicated due to localization and level of detail issues so when running the game we probably just use 1000. So, by having options in the designer tool that allows multiple samplesources to be connected to a event or sound def things could be optimizaed quite alot.
We seperate into seperate .fev by having multiple .fdp.
This helps spread workload among our designers too since more than one person can edit the .fdp
.fdp are organized by sensible category and by when events share pcm data.
We are going to key loading / unloading .pcm data by the root level event group.
I am a bit worried about .fev in memory size though. If it ends up being more than a meg or so it will become a problem.
I feel your pain on the large project size. Our last project (not FMOD) had a bit over 10k sounds (about 1.5Gb for any paricular language) I am very interested to see how well designer will scale. I guess I will learn soon lol.
- stephenmccaul answered 12 years ago
Well, we could ofcourse have lets say one .fev per language since that’s where the major pain is. It’s not a good solution but it will work as long as we don’t have to maintain the projects. As it is right now everything is designed and we just convert it all to FMOD designer.
About sending stuff then. Well, since we are working on a rather big title and still are evaluating FMOD for a XBOX360 port we can’t send over any content due to rules and regulations. I would be happy to describe how the project has been organized though if that would help you out since I guess you don’t want just a big project since that could be generated from temp data pretty easy on your side.
The fev has been uploaded as project.fev in the large fev folder. The way you are planning on solving the localization issue sounds just the way I want it. What about making it more abstract so it can be used for other thngs than localization?
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