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[code:1n7zehgs]

18/02/08 4.13.03

  • Added new tab providing profiler functionality, this is the same feature set
    as the standalone FMOD Profiler application provided with the FMOD low level
    API.
  • Added interactive music tab
  • Added fmod_musicplayer application
    [/code:1n7zehgs]

This thread is for discussion / bugreports for the current release.
Download the current release from the front page at http://www.fmod.org

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An excellent update, just what I needed to for my hobby project! Thank you!

Few things I’d like to see in the future.

  • Some way to get info back from the music system to the programmer, like what segments are playing, or when they are changing (so I could trigger some effects or for example a level ending animation sequence as soon as some specific segment is reached). Also since there’s accurate beat information now in the music, that would be nice to get back from the API (some kind of beat number we are at, or something like that, so I could sync some effects to like every 4th beat or something).

  • Also, I hope you’re planning on having much more work done on the designer tool, because I find it quite difficult and slow to use. For example once I have tens or more of links between segments, it becomes really slow to check what conditions every link has, if just one had a problem. Also some kind of "general rule/link" would be nice. For example I now have 8 segments that repeat, and based on a parameter, they each break the 8 segment loop into an intermediate segment that flows to a different 8 segment loop. Dragging these N*8 (I now have four 8 segment loops, so it becomes quite a link nightmare if I continue like this) links around and assigning rules to every one is a bit difficult, because you cannot see any information about the links from the Theme Editor overview and thus can never easily be sure about what link is what and if every link is ok.

  • And the more functionality you add to the designer, the more it needs the undo…

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[quote="gimblll":2gevtf2f]- Some way to get info back from the music system to the programmer, like what segments are playing, or when they are changing (so I could trigger some effects or for example a level ending animation sequence as soon as some specific segment is reached). Also since there’s accurate beat information now in the music, that would be nice to get back from the API (some kind of beat number we are at, or something like that, so I could sync some effects to like every 4th beat or something).[/quote:2gevtf2f]

Yes, we have been discussing this feature, as we have had a couple of requests for it now. We will probably implement this in the near future.

[quote="gimblll":2gevtf2f]- Also, I hope you’re planning on having much more work done on the designer tool, because I find it quite difficult and slow to use. For example once I have tens or more of links between segments, it becomes really slow to check what conditions every link has, if just one had a problem. Also some kind of "general rule/link" would be nice. For example I now have 8 segments that repeat, and based on a parameter, they each break the 8 segment loop into an intermediate segment that flows to a different 8 segment loop. Dragging these N*8 (I now have four 8 segment loops, so it becomes quite a link nightmare if I continue like this) links around and assigning rules to every one is a bit difficult, because you cannot see any information about the links from the Theme Editor overview and thus can never easily be sure about what link is what and if every link is ok.[/quote:2gevtf2f]

Yes, we are definitely planning to do much more work on the designer tool. It sounds like your project is quite complex; if you send it to support@fmod.org we may be able to suggest ways to simplify it.

[quote="gimblll":2gevtf2f]- And the more functionality you add to the designer, the more it needs the undo…[/quote:2gevtf2f]

Yes, absolutely :-)
We are still planning to add undo to designer.

Thanks for your feedback,
Ben

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Some bugs in this version:

  • When you press Save and do save the project, Designer says that the project has changed on disk and asks to reload. Obviously, without any need.

  • Regression on compiled projects: the project that was OK when built by 4.13.02 doesn’t load into engine when built by 4.13.03. I can send the project in question if necessary.

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[quote="ben":2tcxmamw][quote="gimblll":2tcxmamw]- Some way to get info back from the music system to the programmer[/quote:2tcxmamw]

Yes, we have been discussing this feature, as we have had a couple of requests for it now. We will probably implement this in the near future.[/quote:2tcxmamw]

That sounds great, looking forward to it.

[quote="ben":2tcxmamw]Yes, we are definitely planning to do much more work on the designer tool. It sounds like your project is quite complex; if you send it to support@fmod.org we may be able to suggest ways to simplify it.[/quote:2tcxmamw]

It’s not that complex really, I’m just no good explaining it. :) I’ll send a version of it to you and you can see it for yourself.

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liking the new features thus far with no issues. Quick question, we do not have the ability to test the Live connection between FMOD Designer and FMOD Ex yet because the Ex is being run on linux and according to the programmer the file that is required to do this has not yet been included. But does the new "Profiler" work a lot like the Capture feature in Wwise? Where it showes you all the evens being triggered and allt he CPU usage? if so, thats a great add-on, thanks.

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There is an issue with backwards compatibility with this version of Designer. This will be fixed in the next version which should be released next Monday.

For now, you can download the previous version of Designer here:

[url:3obogrx7]http://www.fmod.org/files/fmoddesigner41302win-installer.exe[/url:3obogrx7]

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Currently the profiler tool can be run on Windows and Mac and can connect to FMODEx running on Windows, Xbox360 or PS3. This is a first pass of functionality, I plan to add support for connecting to Linux, Solaris and Mac soon. We are a little light handed in the office this week so it may be a little while before the feature is in. Also it is worth mentioning that the target application does not require fmod_event_net to use the profiler, event net is only for the event system tweaking. The profiler can work entirely without the event system.

I briefly saw the Wwise tool at the GDC and it would seem that the new FMOD profiler stuff is similar in some regards. Our profiler can currently view a CPU graph that reports the DSP, Stream, Update and total CPU usage of FMODEx (the same as calling getCPUUsage() in code). Also you can view our DSP tree, showing all connections as they happen in real time, this is the same functionality as the DSPNetListener tool that exists in older version of FMOD.

New features for the profiler will be memory profiling and the ability to get a full history of profiling data since it connected, i.e. scrubbing the profiler back in time. There is no current date on these features at the moment.

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i tried the profiler on pc, xbox360 and ps3. works fine for me, but the numbers scare me a bit :)

what kind of a number are you getting for dsp cpu utilization on xbox360 and ps3 if EventReverb objects are being used?

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PC – Windows XP pro
AMD Dual Core Opteron 2 GHz
2gb ram

  1. Choosing "Restart FMOD on load" and hitting reload always results in crashing of the FMOD Music player.

  2. Drag-n-Drop music files between Wave Banks always results in crashing of the FMOD Designer.

  3. Mixing 16 and 24 bit samples in a wavebank inhibits you from building complaining that you can’t mix 8 bit and 16. This is a bug since the word size is reduced from 24 to 16 anyway when you only have 24 bit files in a Wave bank.

  4. If the condition editor isn’t closed after you change a condition, your change isn’t saved.

  5. Changes in the Music tab do not give the "changes since last save" asterix after the filename which causes the program not to ask you to save on exit.

  6. Themes that are created with pressing the plus sign on a cue, will always require that cue to be on, no matter what you change it too in the Theme properties window. Works like a "parent" condition.

For example. Make a cue "Music",
create a theme from that cue using the plus sign.
Call the theme "Battle".
Insert a musical phrase.
Make a new cue called "Intense".
Open the properties of "Battle"
Change the "Start of Battle" from "Music" to "Intense"
Save and build.
Open the music player.
The musical phrase will only played when "Intense" is on when "Music" is activated. It will not play under any other conditions, seperate cues or reverse order.

Awesome program btw.

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Hi,

[quote="jonhallur":19krxutm]1. Choosing "Restart FMOD on load" and hitting reload always results in crashing of the FMOD Music player.[/quote:19krxutm]

Thanks for the report, this has now been fixed for our next release.

[quote="jonhallur":19krxutm]2. Drag-n-Drop music files between Wave Banks always results in crashing of the FMOD Designer.

  1. Mixing 16 and 24 bit samples in a wavebank inhibits you from building complaining that you can’t mix 8 bit and 16. This is a bug since the word size is reduced from 24 to 16 anyway when you only have 24 bit files in a Wave bank.

  2. If the condition editor isn’t closed after you change a condition, your change isn’t saved.

  3. Changes in the Music tab do not give the "changes since last save" asterix after the filename which causes the program not to ask you to save on exit.[/quote:19krxutm]

Thanks for reporting these issues, we have added them to our tracker and are working on fixes.

[quote="jonhallur":19krxutm]6. Themes that are created with pressing the plus sign on a cue, will always require that cue to be on, no matter what you change it too in the Theme properties window. Works like a "parent" condition.

For example. Make a cue "Music",
create a theme from that cue using the plus sign.
Call the theme "Battle".
Insert a musical phrase.
Make a new cue called "Intense".
Open the properties of "Battle"
[/quote:19krxutm]

Ok, I followed you up to this point, but the next step lost me:

[quote="jonhallur":19krxutm]Change the "Start of Battle" from "Music" to "Intense"[/quote:19krxutm]

I’m not sure what you mean by this. Do you mean you have a start segment called "Start of Battle" (i.e. you’ve clicked the green arrow on the "Start of Battle" segment)?

Are you changing it from "Music" to "Intense" by clicking on the little blue spanner icon that appears when you select it in the theme editor dialog and dragging the "Intense" cue onto the window that pops up? If so, that’s not the way to change which cue triggers the "Battle" theme. That will only change the condition which controls when that start segment is active.

[quote="jonhallur":19krxutm]Save and build.
Open the music player.
The musical phrase will only played when "Intense" is on when "Music" is activated. It will not play under any other conditions, seperate cues or reverse order.[/quote:19krxutm]

This sounds like you’ve done what I described above, and created a start segment in the "Battle" theme that is only active when the "Intense" cue is active. Thus, when you activate the "Music" cue, it tries to start the "Battle" theme, but since the start segment depends on the "Intense" cue, it can only start when the "Intense" cue is active.

If you want to change which theme is triggered when you activate a particular cue, you need to go to the scene editor (click the "Close" button in the top right-hand corner of the theme editor) and edit the cue-theme associations.

For example, to remove the "Battle" theme from the "Music" cue and assign it to the "Intense" cue, go to the scene editor, select the "Music" cue in the cue list and click the "remove from scene" button (this is the small red button with a white crossed-out circle icon in the bottom right-hand corner of the cue list item). This will remove the "Music"-"Battle" cue-theme association from the scene.

Now you can drag the "Intense" cue into the scene (if you have not already done so), then change to the theme list and drag the "Battle" theme onto the "Intense" cue in the scene editor. This will associate the "Battle" theme with the "Intense" cue, so that it will start when the "Intense" cue is activated.

[quote="jonhallur":19krxutm]Awesome program btw.[/quote:19krxutm]

Thanks! We appreciate your feedback :-)
Please let us know if you have any more issues.

Ben

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Hi Ben,

Thank you for your swift reply

"Start of Battle" is just plain wrong on my part, it should have been "Battle".

And after reading you post I see #6 is not a bug at all but a user error on my part. I just didn’t know how to change themes on cues.

kindest regards,

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Hi again,

[quote="jonhallur":8ncigawo]2. Drag-n-Drop music files between Wave Banks always results in crashing of the FMOD Designer.[/quote:8ncigawo]

This has now been fixed for our next release.

Ben

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