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Hi Folks,

I’m a complete Newbie to FMOD designer, but I’m finding after a couple of days playing with it a lot of it is making sense.

I do have a couple of questions though, concerning interactive music.

Firstly I’ve been reading in older posts about Designer receiving some new interactive music functionality at some point. I’m wondering if this is in addition to the functionality that already exists and that is mentioned in page 126 of the included manual?

My second question is about the tutorial starting on page 126 of the manual. This is a description about how to set up a simple interactive music event.
I’m wondering if this is a typo, but it says that for EACH of the three ‘Sections’ of music you have added (Sound Instances), you should set the start mode to ‘Wait for previous’ and the loop mode to ‘Loop and play to end’.
When you audition however, as you have set the first section to continually loop, it can never pass into the third section via the second, which is the object of the tutorial. Maybe I’m missing something her but this tutorial doesn’t seem to make sense.
I think the object is to have the seek parameter as a value that lets us move from one piece of music to another, and in this case we want the music to move from Section One, to Section Three via Section Two.

I thought it was worth asking on the forum, maybe it is a typo in the manual to have all three parts set the same in their parameters?

Any help appreciated

Nick

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Hi Nick,

[quote="NickM":3pgmsqky]
Firstly I’ve been reading in older posts about Designer receiving some new interactive music functionality at some point. I’m wondering if this is in addition to the functionality that already exists and that is mentioned in page 126 of the included manual?
[/quote:3pgmsqky]

Yes, more interactive music functionality is planned.

[quote="NickM":3pgmsqky]

When you audition however, as you have set the first section to continually loop, it can never pass into the third section via the second, which is the object of the tutorial. Maybe I’m missing something her but this tutorial doesn’t seem to make sense.
I think the object is to have the seek parameter as a value that lets us move from one piece of music to another, and in this case we want the music to move from Section One, to Section Three via Section Two.
[/quote:3pgmsqky]

The sound instance loop mode doesn’t affect the motion of the seek parameter, it only affects the playback behaviour of the sound instance while the parameter is over it. The motion of the parameter is determined by its seek speed, its velocity, and any syncpoints in the parameter.

Have you done this tutorial? Does it not work for you?

HTH,
Ben

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Hi Ben,

Thanks for the reply. I think a lot of people are curious about what kind of interactive music functionality will be added to FMOD Designer. I’ll keep my eyes open for that one.

Regarding my other question, I did get it working in the end, just yesterday in fact. I think i had the music set to 3d as opposed to 2d. This seemed to cause some strange results. I wouldn’t ordinarily have the music set to 3D of course, and once I set it to 2d it worked as i thought it should.

Thanks for explaining the concept of parameters further as well.

Cheers

Nick

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Am I correct in understanding that when we’re auditioning this tutorial in Designer, we’re manipulating the parameter manually just to get a feel for what the behavior might be like? In an actual game scenario, the parameter value would be given to us in code or a script that assigns a specific value (or series of values) thus changing the behavior of the music as the parameter changes…right?

In addition – can anyone point me to some more tutorials around creating interactive music events in FMOD?

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[quote="Symbiotic":230srhco]Am I correct in understanding that when we’re auditioning this tutorial in Designer, we’re manipulating the parameter manually just to get a feel for what the behavior might be like? In an actual game scenario, the parameter value would be given to us in code or a script that assigns a specific value (or series of values) thus changing the behavior of the music as the parameter changes…right?
[/quote:230srhco]

Yes, you would call FMOD Event API functions from your game code to update the parameter values based on the state of your game.

Ben

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