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Is there any documentation for the format of the .fdp (fmod designer project) file? I know its in xml, but looking at it some of the fields dont make any sense.

The reason I want this is I have some existing assets that I would like to convert over and use as events in the fmod designer tool. I do not want to do this by hand becuase I have thousands of sound assets in a proprietary format already.

Any help is appreciated!
Kyle

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I thought of something and since no one replied I thought maybe this would help that happen.

Since there is a command line version of the designer tool, couldn’t the command line be extended to take in wave files and generate an fdp file from a list of wave files. This would be similar to how you can drag and drop files onto the designer tool and it will create events out of them.

Thoughts? Responses to my above post? I really need a way to convert my existing assets automatically and not by hand because of the number of assets that I have.

Thanks,
Kyle

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Hi Kyle, sorry for the delay. There’s currently no documentation for the .fdp file format but it is XML and it’s reasonably robust when it comes to leaving out tags you don’t need/understand – FMOD Designer will fill in default values for everything you leave out.

Creating a new .fdp from the command line is an interesting idea but I wouldn’t be able to give you a date when we could add that feature right now as we’re pretty solidly booked for the next few months.

Just curious, if what you’ve got is a bunch of wav files, why not use the drag and drop feature to create events from them?

Cheers,

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The files are not in wave format, they are in an "event" style format. I have the wave files, but I want a way to auto-create events with multiple waves in them for randomization.

I could just drop all the wave files on and organize them that way, but its not just that, they are also organized on disk and logically so that doing that isnt simple either.

I need this for my dialogue system. I need a way to create thousands of lines of dialogue into many random Events. This process should be automated as I am adding new dialogue all the time. The only variables for each event would be which waves are used, and how many waves are used. I generate my assets based on an xml file that is a huge list of the assets and their structure, that xml file is generated from my dialogue database. Its very complicated, …I’ve probably confused you already but you get the picture.

This is probably specific to what I’m doing, but I just thought I’d ask. Also, I think that the command line tool could be used to organize them the same way they are in disk, like if you import a directory, then it creates categories or just the basic hierarchy to look the same as the directory structure (of course all through the command line).

Thanks,
Kyle

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I think the best solution here would be for you to generate the .fdp yourself. That way you’ve got full control over what wavs go where in what sounddefs and eventgroups etc. We could add command line .fdp generation but it would take us a while to get around to it and you’d have to request new features every time you wanted to change something.

I know we need to document the .fdp format properly but, for now I can show you what a barebones .fdp can look like (save it out as .fdp and FMOD Designer will load it). As you can see, for simple events, you can get by with very little. A bit of perl might be all it takes to convert your XML file to a .fdp :

[code:3es8656m]<project>
<name>examples</name>
<version>2</version>

<sounddeffolder>
<name>master</name>
<sounddef>
<name>drumloop</name>
<type>sequential</type>
<waveform>
<filename>media/drumloop.wav</filename>
<soundbankname>other</soundbankname>
</waveform>
</sounddef>
</sounddeffolder>

<eventgroup>
<name>examples</name>
<event>
<name>drumloop</name>
<layer>
<name>layer00</name>
<height>134</height>
<controlparameter>param00</controlparameter>
<sound>
<name>drumloop</name>
<x>0</x>
<width>1</width>
<loopmode>0</loopmode>
</sound>
</layer>
<parameter>
<name>param00</name>
<primary>1</primary>
<loopmode>0</loopmode>
<rangespacing>0.1</rangespacing>
</parameter>
<maxplaybacks>1</maxplaybacks>
<mode>x_2d</mode>
<category>master</category>
</event>
</eventgroup>

<soundbank>
<name>other</name>
<banktype>Sample</banktype>
<waveform>
<filename>drumloop.wav</filename>
<deffreq>22050</deffreq>
</waveform>
</soundbank>

<currentplatform>PC</currentplatform>
</project>
[/code:3es8656m]

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