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Hey guys,

I don’t mean to repeat what you’ve already heard a thousand times, but as wonderful a tool as you’ve created the docs on FMOD are just outrageously incomplete. I hate having to ask you so many ‘newbie basic’ questions as much as you probably get tired of having to respond to them, but each time I try to understand a new concept in FMOD it takes me hours of experimenting to understand what should have been explained in a few paragraphs. I’m not one to ‘ask first and then consult the manual later’, but the fragmented nature of the FMOD designer documentation has left me little choice.

I did a search through your docs for ‘spawn’, and while I found plenty of hits, each of them referred to a ‘spawn’ parameter, as if I should already completely understand what spawning is, how it relates to events, instances, definitions, etc.

Nowhere did it give a basic overview of what spawning is and how it might be used in a general sense (although a specialized use of it, random loops, is described). How about a description of non-specialized use?

Can you please shed some light? And when you do (sincere suggestion) be sure to copy your response and paste it into the new docs whenever they are slated to be released. It will save both sides a lot of time down the road.

Thank you much,

FP

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[quote="Flying Poo":9yinp8hs]Hey guys,

I don’t mean to repeat what you’ve already heard a thousand times, but as wonderful a tool as you’ve created the docs on FMOD are just outrageously incomplete. I hate having to ask you so many ‘newbie basic’ questions as much as you probably get tired of having to respond to them, but each time I try to understand a new concept in FMOD it takes me hours of experimenting to understand what should have been explained in a few paragraphs. I’m not one to ‘ask first and then consult the manual later’, but the fragmented nature of the FMOD designer documentation has left me little choice.
[/quote:9yinp8hs]

Hi FP,

I don’t mind any of your constructive criticism. We have a large audience of users with different levels of experience, from different fields and use conflicting terms and jargon. Your feedback is really useful for identifying any limitations or assumptions we have made in the documentation.

[quote:9yinp8hs]
I did a search through your docs for ‘spawn’, and while I found plenty of hits, each of them referred to a ‘spawn’ parameter, as if I should already completely understand what spawning is, how it relates to events, instances, definitions, etc.

Nowhere did it give a basic overview of what spawning is and how it might be used in a general sense (although a specialized use of it, random loops, is described). How about a description of non-specialized use?

Can you please shed some light? And when you do (sincere suggestion) be sure to copy your response and paste it into the new docs whenever they are slated to be released. It will save both sides a lot of time down the road.

FP[/quote:9yinp8hs]

‘Spawning’ is the term used to describe a sound definition automatically triggering a new version of itself. In FMOD Designer, the ‘automatic’ spawning is specified as a range of time.

When setting the minimum and maximum spawn times of a sound definition (> 0) , we are defining the time in which the sound definition should start to play again. For example if,

1) the sound instance of ‘Thunder’ is set to oneshot
2) the sound definition of ‘Thunder’ has a minimum spawn time of 100 ms and maximum spawn time of 100 ms

When this sound instance is being actively triggered, an instance will be automatically created (or ‘spawn’) every 100ms. The number of simultaneous spawns is controlled by the property ‘Maximum spawned sounds’. If the ‘Thunder’ max. spawned sounds is set to 3, then a ‘Thunder’ sound instance can be heard up to 3 times simultaneously.

If the min and max values are different, then a random time between them is used.

At this point spawning relates only to the sound definition (and any instances of that definition).

There are two event level control that can be used to modify the frequency of all sound definitions (set to spawn) within the event. These controls are called the ‘Spawn Intensity’ and the ‘Spawn Intensity Randomization’.

The ‘Spawn Intensity’ is a single value, that can be used to scale the minimum and maximum spawn times of any sound definition used in the event. This is demonstrated in the example project that comes with Designer: /FeatureDemonstration/Randomzation/SpawnIntensity

Basically this property can make the spawning faster or slower.

The ‘Spawn Intensity Randomization’ property allows the Sound Designer to randomly modulate the property above.

So to recap, spawning simply describes the sound definition triggering a repeat of itself.

Let me know if this helps. If so, I’ll add it to the manual.

cheers,
Templar

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Thank you Templar!

I haven’t had time yet today to play around with spawning, but I’m certain that your additional information will be helpful. When I get a few moments I will go through your post and see how well it clarifies things. I’ll report back to let you know if you should add that to the manual or if I have further questions.

I appreciate the effort.

FP

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