I just noticed that Epic listed FMOD as one of their "3rd Party" partners as part of their Integrated Partners Program. Here is a quote from the UnrealWiki:
"The Unreal Engine 3 Integrated Partners Program is a program designed to help developers take advantage of 3rd party technologies, with guaranteed support and compatibility for the most popular game engine this generation. Epic is selecting companies whose software is cross-platform compatible and complements the goals of Unreal Engine 3. IPP members have full access to Unreal Engine 3 source code and updates."
Does this mean that FMOD is or will be in the near future directly integratable and compatible within UE3? The audio implementation capabilities within UE3 are quite fantastic; referring to direct audio syncs within animations through animnotifies, cue inputs within archetypes, and sound actors created within the world editor for all environmental sounds. It would be fantastic if we can use the files FMOD creates directly within UE3, and thus saving us the trouble of relying on a programmer to get these implemented for us, ultimately giving the sound designer high control and a solid overview of the sound aesthetic and implementation process of the game.
- KidAfshin asked 9 years ago
If you would like access to the FMOD low level UE3 integration please e-mail email@example.com. Be advised that our current integration does not include the FMOD event system, it sits under the UE3 audio system. We are currently working on an integration that will more complete.
As an Integrated Partner, FMOD can be and has been integrated by other companies into UE3, but there’s no official Epic support for that kind of setup or any starting material like with FaceFX or SpeedTree, for example. You’re pretty much on your own.
Yes, the Unreal sound system is pretty nice, but speaking from personal experience, FMOD is leaps and bounds beyond even that, and it’s worth it for the virtual voice priority system alone. Combined with Kismet, you can do some pretty fantastic stuff using FMOD.
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