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I’m quite new to FMOD Designer and I’ve been using a proprietary game audio system with a sound design toolset similar to MAX/MSP or Pure Data. This allows for the creation of some very complex audo behaviour modeling.
One of the things I would like to see if I can replicate in FMOD designer is a granular/grain based playback mechanic. I use this for eveyrthing from crowds to cloth flapping to raging fires. Any noise-based constantly varying type of sound works great with this type of approach.
Is there any way in FMOD to have a group(s) of small samples(~0.5 – 1.5 sec) randomly picked and shuffling between each other with slight overlaps in a persistent way? I can see how the control gestures can be easly created, but not the core shuffling.
If frequently add an LFO for modulation as well. Is there some way to use an LFO to modulate audio playabck from within Designer?

Thanks in advance,
GDurity

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on my current project we are working on trying something along these lines but have only started looking at how to implement it. the random sample choice can be accomplished by applying many samples to a single sound definition, and using "randomNoRepeat" or s"shuffle" mode, but i’m not so sure about how to accomplish overlapping or other modulation types like an LFO as you suggest except by controling that from code and just calling the event with the randomly selected sample mulitple times. i think i saw a thing elsewhere about being able to modulate delay times for samples but i don’t remember. anyway i’ll post more if as i discover more about it, i am very new to this engine.

-andy crosby

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good idea… we can only hope that fmod wound become anything like MAX/MSP.. i say it be years…

overlapping is possible but i do not see how this would become a granular/grain based playback mechanic… the two are only related in principle not so much in practice…

it be very good if fmod would support granular/grain synthesis i think it would be fantastic and would also make fmod more of sound-design tool not audio manipulation/placement tool as it is now…

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Interesting thread.

As far as high-end grain / spectral synthesis, it should be possible independently if implemented as a custom dsp plug-in. If anyone has those kind of talents or resources to devote to such endeavors, it would be a super sound design tool to have available.

I can see a form of granular sample playback being possible in fmod someday once some previously requested features come online; hopefully.

Add the ability to [url=http://www.fmod.org/forum/viewtopic.php?p=26010&highlight=#26010:2w0mtfuu]associate parameter values with the waves in a sound definition[/url:2w0mtfuu] in order to provide a means of selecting playback from a pool of granular samples by changing the parameter value. Also add a layer effect with user envelope to control the sound definition parameter, and then randomize or sequentially play though all of the waves that are associated the current value of the parameter.

These functions combined with the playback rate and overlapping features of the [url=http://www.fmod.org/forum/viewtopic.php?t=7741:2w0mtfuu]spawn intensity[/url:2w0mtfuu] layer effect, and the sound definition max spawned sounds, pitch and volume randomization properties could create many cool granular possibilities in fmod.

LFO modulators as event layer effects could possibly be added, as well as random and perhaps wave input modulation to event parameter. This parameter mod effect could be instantiated on its own control parameter on a [url=http://www.fmod.org/forum/viewtopic.php?t=7598&highlight=master+layer:2w0mtfuu]master[/url:2w0mtfuu] layer of the event and in the effect properties the event’s parameters are listed as possible modulation amount curves to draw in the master layer.

-jason

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We will be adding random sentenced, random sequential playback modes to sound definitions soon.

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Yes an LFO that would effect sound definitions or at least other layers would be excellent. I’m coming into Fmod from previously using Sony’s SCREAM Tool. The Scream Tool is very versatile and it would be awesome if fmod was able to incorporate some of it’s characteristics. It makes the sound in the game less "stiff". I’m just starting with fmod though so I haven’t explored it’s capabilities.
By the way, not to be pushy but how soon is soon?

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Here’s how to create what Gdurity is describing above.
Cross fades are not possible with this method, but I haven’t needed them.
LFO – I don’t think Fmod allows one patch to modulate another but using a slight pitch random and volume random inside the sound def helps, but it ain’t no LFO.

This technique has totally saved the day for me!

[url:ps3zdhqp]http://www.fmod.org/forum/viewtopic.php?f=8&t=15692[/url:ps3zdhqp]

YannEA

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