I’m in the process of integration FMOD into a game engine and I’m trying as much as possible to leave the sound design in the FMOD designer, not in code. I’m trying to set up a footstep event that has two parameters: ‘speed’ and ‘leftright’.
I’d basically like a 2×3 matrix of sounds (1 set of sounds for each of left and right, 3 different speed sounds for each side). It’s not obvious to me how to set up an event like this with the current FMOD Designer app. Visually, when I set up 2 parameters, it seems like they both operate on the same axis, instead of operating independently like I need.
Any suggestions or comments would be greatly appreciated.
- glenc asked 10 years ago
They do operate on the same axis visually but each parameter has it’s own independent value at any given time.
Sounds like you need two layers, one for left, one for right. Put a volume curve in each layer to make a crossfade between them like the car engine example. This crossfade will be controlled by the "leftright" parameter.
Within each layer spread out the three different speed sounds – these will be triggered by the control parameter which you should set to your "speed" parameter.
So, "speed" parameter chooses which of the three speed sounds to play, "leftright" parameter chooses which layer (left or right) to make audible.
Hope this helps.
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