Im having a related problem to this topic, figured I’d use this thread instead.
I have just started out messing with the FMOD Designer program and trying to figure out how to use it. The problem is that after I’ve added a sound in the "event editor", the song wont play. I moved the red marker onto the square containing the filename and press the playbutton, but all i get is this error message "Error startin event: An invalid parameter was passed to this function"….. What did I do wrong? Any ideas?
Alright, I found out what it was. I’m from Sweden and I used a swedish letter in the path to the file wich FMOD Designer didn’t recognize. So the easy solution was to rename the path 😉
- Bottleneck answered 11 years ago
Ah, right. Have you tried using the "Audio source directory" project property? That handles the case where project and wave files are moved independently. A more comprehensive solution i.e. bringing up a dialog saying "Can’t find these files, where did you move them to?" is already on our list but hasn’t been scheduled yet. I’d say later this year.
I too have not been able to get the "Audio Source Directory" feature to successfully redirect my .wav references after moving our .wav tree to another folder.
We’re currently in the process of creating two separate asset trees, which will mirror each other. One for each platform. However, we’d like to use the same fdps for both platforms but just build from different directories.
The directories I’ve created are pretty much identical in every way except for sample rates and some eq tweaks. I’d just like to have an option to select, build from directory A (Playstation Content) or build from directory B (XBox Content). Is this a possibility?
Okay so it seems as if the fdps need to stay in their folder structure relative to the position of the audio assets. Meaning if I move my SFX tree to another parent folder, the FMOD project files need to move with it. Is there a way to eliminate this dependency?
It would be nice to just point to a parent folder as the audio source directory and have fmod parse through it to find and associate all the matching file names. That way all sorts of asset reorganization can be accomplished.
Ok, I just made a new alternate directory "media2" that has all my alternate source wav files in it. I set an audio source directory to it and then tried to build the examples project. FMOD Designer couldn’t find the wav files so it presented me with a file dialog so I could find the "missing" files. I used it to find the files in media2 directory and the project built successfully. Also, the project was modified so that the soundbank references were now relative to the audio source directory not the .fdp. This is the important thing. Now I can set audio source directory between "media" and "media2" and it builds both of them fine.
Can you try this with your project and tell me how it goes?
I recieved the dialog only after I tried to build the missing banks a second time. Is there an easy way to make the associations to the moved files without requiring that the banks be built?
Also, does FMOD associate the rediscovered files with platform being selected to build? For example, If I was missing files from the PC source directory but Xbox 360 was present and I tried to build for the PC would it inherit the 360 files or prompt me to recover the PC files? I did a quick test and it seems to associate with the selected build platform but I just wanted to check with you guys to make sure that that’s as intended.
So after I successfully built the banks with the sounds at their new location, I tried to preview them from FMOD designer. I was able to listen to them in the sound definitions tab but they ceased to playback in the Event editor from any of the events I’ve created even if the sound definition being referenced from an event plays just fine under the sound definitions tab.
[quote:17fpihfr]Also, the project was modified so that the soundbank references were now relative to the audio source directory not the .fdp.[/quote:17fpihfr]
Is this a modification that I can do or has it already been done? If not, how can I accomplish this?
[quote:2wxuak96]I was able to listen to them in the sound definitions tab but they ceased to playback in the Event editor[/quote:2wxuak96]
Update: Okay this can be fixed by saving, closing and reopening the project after exporting the banks from their new location. I did however get one error on an event "Error starting event. An invalid object handle was used." I’m not sure if this is related or not.
Looks like this is still a bit broken. Setting a new audio source directory modifies the soundbank references automatically – it’s not something you need to do seperately. I’ll look into the other issues you raised re requiring a save/load etc.
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