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Hey,

I intend to use the FMOD Designer and the Designer API for my game. I like the whole package quite a lot.

But since this kind of event system is new to me, I was wondering if you could give me some advice on how to create the sound library. I just need to get in the spirit of the designer tool. So I have several design use-cases and it would be great if you could suggest a realization with the Designer tool. I have some ideas of my own, which I will share.

[b:1zkq5o3z]1. Context dependent steps:[/b:1zkq5o3z]
[i:1zkq5o3z]Use case[/i:1zkq5o3z]
The characters can travel on different surfaces, and the sound of their steps should be dependent on the surface
[i:1zkq5o3z]My ideas[/i:1zkq5o3z]
An event with a parameter called "ground" which varies from 0 to <surface types count>. Each step on the ground calls this event, setting the parameter to the desired surface. Event "Step" ("Hoof step", "Paw step") – oneshot. Each sound instance within the event – oneshot
+ small (<5) number of events in the sound base. Easy to create and maintain
– too many events being called too often (maybe?)

            OR

A looping event for walking, synchronized with the animation. Event "Dragon walk on grass" – looping. Sound instances for walking on grass withing the event
+ events being started and stopped relatively rarely. Possibillity to insert surface walk sounds in different geographically-dependent categories (as suggested by the designer user manual)
– too many events within the system <monsters count>*<surface types count>. That may be quite a lot for this feature only. Difficult to maintain.

[b:1zkq5o3z]2. Damage dependent moans[/b:1zkq5o3z]
[i:1zkq5o3z]Use case[/i:1zkq5o3z]
When a monster is hit hard it should produce a different moan from when it’s hit more gently "AAAAAAgh" to "Ouch!" to "You hit like a girl!"
[i:1zkq5o3z]My ideas[/i:1zkq5o3z]
An event for each type of monster with a 0 to 1 parameter "hitting hardness", with different sounds on different level of hardness
+ easy to call by the programmer ( <Monster>_hit(damage/max_damage) ). Possibility to have a different number of moans per monster.
– [i:1zkq5o3z]? help here ?[/i:1zkq5o3z]

            OR

A separate event for each monster’s moan (<monsters count>*<damage types cound> events
+ straight forward, no parameters, no nothing. Call event and forget
– … obvious

…………………

So generally what is heavy and what is light. The Designer manual was very helpful but there isn’t any definite info about specific calls, number of events, number of event calls per unit of time…

If somebody with more experience could analyze my ideas and/or provide more ideas for these use-cases it would be great.

Thank in advance for any help

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[quote="iboB":147vhral]Hey,

I intend to use the FMOD Designer and the Designer API for my game. I like the whole package quite a lot.

But since this kind of event system is new to me, I was wondering if you could give me some advice on how to create the sound library. I just need to get in the spirit of the designer tool. So I have several design use-cases and it would be great if you could suggest a realization with the Designer tool. I have some ideas of my own, which I will share.

[b:147vhral]1. Context dependent steps:[/b:147vhral]
[i:147vhral]Use case[/i:147vhral]
The characters can travel on different surfaces, and the sound of their steps should be dependent on the surface
[i:147vhral]My ideas[/i:147vhral]
An event with a parameter called "ground" which varies from 0 to <surface types count>. Each step on the ground calls this event, setting the parameter to the desired surface. Event "Step" ("Hoof step", "Paw step") – oneshot. Each sound instance within the event – oneshot
+ small (<5) number of events in the sound base. Easy to create and maintain
– too many events being called too often (maybe?)

            OR

A looping event for walking, synchronized with the animation. Event "Dragon walk on grass" – looping. Sound instances for walking on grass withing the event
+ events being started and stopped relatively rarely. Possibillity to insert surface walk sounds in different geographically-dependent categories (as suggested by the designer user manual)
– too many events within the system <monsters count>*<surface types count>. That may be quite a lot for this feature only. Difficult to maintain.
[/quote:147vhral]

Are there going to be a number of misc. monster types audible at one time?

I think you also need to consider how you will control the max playback and which monsters are audible during game play. Separate events for each monster may make this easier. If you have one generic walk event for all monsters, your audio might end up as all hoofs or all paws when both monster types are active.

[quote:147vhral]
[b:147vhral]2. Damage dependent moans[/b:147vhral]
[i:147vhral]Use case[/i:147vhral]
When a monster is hit hard it should produce a different moan from when it’s hit more gently "AAAAAAgh" to "Ouch!" to "You hit like a girl!"
[i:147vhral]My ideas[/i:147vhral]
An event for each type of monster with a 0 to 1 parameter "hitting hardness", with different sounds on different level of hardness
+ easy to call by the programmer ( <Monster>_hit(damage/max_damage) ). Possibility to have a different number of moans per monster.
– [i:147vhral]? help here ?[/i:147vhral]

            OR

A separate event for each monster’s moan (<monsters count>*<damage types cound> events
+ straight forward, no parameters, no nothing. Call event and forget
– … obvious

…………………
[/quote:147vhral]

An event for each monster using a parameter (for hit velocity) sounds good. For each response, you could also use a sound definition with multiple waveforms (with a random play mode). This would add even dynamic behavior and less repetition.

cheers,
Templar

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Thanks for the reply.

[quote="Templar":199plcnh]

I think you also need to consider how you will control the max playback and which monsters are audible during game play. Separate events for each monster may make this easier. If you have one generic walk event for all monsters, your audio might end up as all hoofs or all paws when both monster types are active.

[/quote:199plcnh]

I don’t quite get this, though. I was saying that I’ve thought of either using an event for each step, raised at the moment where the monster’s foot touches the ground, or a walk event unique for each monster, synchronized with the particular animation, consisting of multiple step sounds that can be looped along with the walk animation. The latter is started when the monster starts walking, and stopped, when it stops walking.

I would never have a generic walk event, but a series of generic step events. For example:

c++ (almosst pseudo-code):
[code:199plcnh]
void Centaur::Animate()
{
++m_CurrentFrame;
if(frame == 43) //the 43-rd frame is the place, where the foot touches the ground
{
hoofEvent->setParameter("ground", currentGround);
hoofEvent->start(); //autostopped since it’s oneshot
}
....
}

...
void HellHound::Animate()
{
++m_CurrentFrame;
if(frame == 25)
{
pawEvent->setParameter("ground", currentGround);
pawEvent->start();
}
....
}
[/code:199plcnh]
or
[code:199plcnh]
void Centaur::StartWalking()
{
currentWalkEvent = centaurWalkEventsByGround[currentGround];
//centaurGrassWalkEvent, centaurDirtWalkEvent, centaurPavementWalkEvent, etc
currentWalkEvent->start();
}

void Centaur::Halt()
{
currentWalkEvent->stop();
}

//etc
[/code:199plcnh]

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[quote="iboB":2vcq6fzh]
I don’t quite get this, though. I was saying that I’ve thought of either using an event for each step, raised at the moment where the monster’s foot touches the ground, or a walk event unique for each monster, synchronized with the particular animation, consisting of multiple step sounds that can be looped along with the walk animation. The latter is started when the monster starts walking, and stopped, when it stops walking.

I would never have a generic walk event, but a series of generic step events. For example:
[/quote:2vcq6fzh]

Sorry, I thought you were thinking of creating an event using multiple parameters for surface and monster type….

Take a look at this thread:

http://52.88.2.202/forum/viewtopic.php … ht=surface

From their experiences, it sounds like your option 2 will work better – especially if you decide to use variable length animations.

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Thank you. That was very helpful. Also rereading parts of the designer manual helped, too. Thumbs up for you guys for being so active in the forums and for writing this detailed designer manual. If only it had bookmarks :roll:

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[quote="iboB":h1eiwk61]Thank you. That was very helpful. Also rereading parts of the designer manual helped, too. Thumbs up for you guys for being so active in the forums and for writing this detailed designer manual. If only it had bookmarks :roll:[/quote:h1eiwk61]

Print it out, and you can add your own 😉

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