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In playing with event templates it has become apparent that it is important to first understand how templates are intended to function before putting them to use on game-critical assets. Event templates seem to have great potential of time-saving functionality, and we would like to make the best use of them possible.

Therefore, with the intent of understanding how event templates are supposed to work, I ask the following questions:

  • How are event templates created? What happens when a new event template is created?

  • Where are event templates stored? Are multiple event template files stored at various locations or is it just one file in one location? Are event templates stored in the project they are created in, a special template file, or both? Are event templates also stored in projects that contain events that use them? Are event templates stored in all projects, even if no events in the project are using them?

  • How are event templates deleted? Will deletion of an event template affect any other event that uses the template?

  • How are event templates edited? When does an edit to an event template propagate to other events that use the template? What if the events are in another project or multiple other projects?

  • Are event layers, parameters and effect curves stored in event templates, or is it only the top-level event properties that are stored in event templates?

  • Where are event templates viewed? Is there a means to filter viewing of templates or certain templates? For example, filtering out templates used on a given project for users that work on multiple games with Fmod Designer.

  • How are event templates shared among a group of Fmod Designer users that are working together on a game using multiple Fmod Designer project files to build audio assets? Are there any actions that should be avoided when sharing templates among a group of users?

  • Are there any other best practices for successfully using event templates?

Apologies for the quantity of questions here. I looked in the fmod Designer .pdf and did some thread searches, but relevant event template information was not concisely compiled anywhere I looked.

Thanks for your support.
-jason

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[quote:34tam0i8] – How are event templates created? What happens when a new event template is created? [/quote:34tam0i8]

Any event can be made into a template by changing the event property "Template". Click the little "…" box to bring up the "Template Properties" dialog. Here you can choose "Is not a template" or "Is a template".

[quote:34tam0i8] – Where are event templates stored? [/quote:34tam0i8]

By default they’re stored in "default.fdt" in the same directory as fmod_designer.exe. Use the menu "Edit" -> "Preferences…" to bring up the "Preferences" dialog. Choose the "Directories" category and you can change the file that templates will be stored in.

[quote:34tam0i8]Are multiple event template files stored at various locations or is it just one file in one location?[/quote:34tam0i8]

Your choice but we lean towards using the same one most of the time.

[quote:34tam0i8] Are event templates stored in the project they are created in, a special template file, or both?[/quote:34tam0i8]

Templates are stored in your projects too but they are not exported when you build your projects – templates don’t take up any space in your .fev files.

[quote:34tam0i8] Are event templates also stored in projects that contain events that use them?[/quote:34tam0i8]

Same as last question – yes.

[quote:34tam0i8] Are event templates stored in all projects, even if no events in the project are using them?[/quote:34tam0i8]

Yes. Again, they take up no space in your runtime data.

[quote:34tam0i8] – How are event templates deleted? Will deletion of an event template affect any other event that uses the template?[/quote:34tam0i8]

Delete a template like you would delete any other event. If a template is deleted, all events based off it will no longer be based off that template. They’ll go back to being normal independent events.

[quote:34tam0i8] – How are event templates edited? When does an edit to an event template propagate to other events that use the template? What if the events are in another project or multiple other projects?[/quote:34tam0i8]

Edit a template like you would any other event. When you want to propagate the changes you’ve made, use the menu "Edit" -> "Apply template changes" or hit Ctrl-T. This will propagate [b:34tam0i8]all[/b:34tam0i8] changes to [b:34tam0i8]all[/b:34tam0i8] templates to [b:34tam0i8]all[/b:34tam0i8] events based off templates. You can’t pick and choose what templates to apply to what events based off templates – if it’s based off a template, it’ll be updated when you apply template changes. Events in other projects won’t be updated. You’ll need to load each project and apply template changes to them too.

[quote:34tam0i8] – Are event layers, parameters and effect curves stored in event templates, or is it only the top-level event properties that are stored in event templates? [/quote:34tam0i8]

Yes, event layers, parameters and effect curves are stored in templates as well as the top-level properties.

[quote:34tam0i8] – Where are event templates viewed? Is there a means to filter viewing of templates or certain templates? For example, filtering out templates used on a given project for users that work on multiple games with Fmod Designer. [/quote:34tam0i8]

Templates appear in the event hierarchy like any other event. You can’t filter them but you can choose to use different template files (Edit->Preferences->Directories->Template file) for different games.

[quote:34tam0i8] – How are event templates shared among a group of Fmod Designer users that are working together on a game using multiple Fmod Designer project files to build audio assets? Are there any actions that should be avoided when sharing templates among a group of users? [/quote:34tam0i8]

You can put your "default.fdt" template file in source control like any other file. When deleting templates I’d probably delete all references to them first, to be safe.

[quote:34tam0i8] – Are there any other best practices for successfully using event templates? [/quote:34tam0i8]

Best advice I can give is be patient. Currently templates are unwieldy at best and we have plans for major improvements to them. Unfortunately we can’t implement everything all at once so they may be in their current state for a little while longer.

Cheers,

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Thanks Andrew, for taking the time to go through that lengthy set of template questions. That is great info, and it helped clear up some ambiguities we had come across so far. We are looking forward to your future updates with event templates.

cheers
-jason

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If you’re due to overhaul them anyway, you may already be planning to change this, but it would be useful to be able to enable/disable event layers, parameters and effect curves in the same way that you do with the properties. There are a few occasions where I just wanted to use a template to make sure certain properties were the same (similar types of events) but they used different ways of making the sounds regarding layers etc.

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Yep, that’s one of the first improvements we’ll make.

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Can one change Sound instance properties (for instance Loop mode from "Loop and cutoff" to "Oneshot") from a template to all files in a project?

Thanks

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[quote="jocorok":2wmshjmn]Can one change Sound instance properties (for instance Loop mode from "Loop and cutoff" to "Oneshot") from a template to all files in a project?

Thanks[/quote:2wmshjmn]

this possible or not?

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Are there any plans to allow us to apply more than one template to the same event?

The ability to do so would give us the ability to create an effects/mixing hierarchy.

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