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I know I’ve asked for this before but…

Please, [b:1342rdag]for the love of god[/b:1342rdag], add an Undo/Redo feature to fMod designer! According to your features update schedule this was due to go in December 2005. It’s 2008 right now.

Nuff said, really….

P.S. – Hindsight : Sorry for my tone, I just have been nearly brought to tears by the lack of this feature on one or two occasions.

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I’ll second this one.

Even though I know this feature isn’t there I still do a ctrl+ Z and wonder why it hasn’t worked

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On the topic, here are the top three things about fmod designer’s interface driving me absolutely mad at the moment :

1 – Inability to create multiple events. There are instances where one has to create single events for each asset (such as, for example, when specific events must be called by a server, rather than calling one event that plays a randomised sound definition with multiple assets). In these cases it would be nice to just say "create multiple events", have a popup asking for the name, the number of events, then fmod designer creates multiple eventName## substituting ## for each consecutive number. On top of that, to create multiple events based on selecting a number of assets from the sound definitions pane. So for example, if you had sound00 to sound257, you could shift-click on those assets, then in the events view just say "create multiple events from sound definitions" and it would do so using existing asset names.

2 – It’s been mentioned before, but the lack of a sound definitions "bin", or the ability to "tear off" the current one, and drag and drop assets onto an event. At the moment this lack of functionality makes me feel like a data-entry zombie. With the problem above (1), combined with this, it takes me over TWELVE (sometimes more, depending on how organised I’ve been with nested folders in sound definitions pane) click steps to add a single asset to a sound event. This is unacceptable. I know it’s in the works. I’m just re-iterating, it’s pretty basic functionality if you’re coming from a pro-audio background. What had me scratching my head is I can’t really see any reason why it would have needed to be as hard as you’ve made it.

3 – When aligning clips on a layer along a parameter ruler in an event, it would be nice to shift-click a clip on another layer so that the one you are dragging at the moment snaps to the border of the other one. This way if you want two events on a separate layer not to overlap you can. I know I can just use "lay out sounds evenly" on one layer, but sometimes (in fact, MOST of the time) you need to lay out sounds UN-evenly. I know it can be done through direct data entry, but with over 4000 assets ine one category alone, and a very small audio team, this is insanity at its finest.

4 – I’ve already mentioned Undo/Redo, another rather basic thing is Ctrl-C Ctrl-V functionality. Once again, I think that’s nuff said.

Can you tell I’ve been using fMod designer all day every day for the last four weeks? :)

Ok, like I say I’m fairly sure most of these have been mentioned before, and it’s possible I’m doing a few things the hard way – if so let me know, but otherwise, I really wanted to get this off my chest.

Thanks…

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[quote="ringmod":2m91knm2]On the topic, here are the top three things about fmod designer’s interface driving me absolutely mad at the moment :

1 – Inability to create multiple events. There are instances where one has to create single events for each asset (such as, for example, when specific events must be called by a server, rather than calling one event that plays a randomised sound definition with multiple assets). In these cases it would be nice to just say "create multiple events", have a popup asking for the name, the number of events, then fmod designer creates multiple eventName## substituting ## for each consecutive number. On top of that, to create multiple events based on selecting a number of assets from the sound definitions pane. So for example, if you had sound00 to sound257, you could shift-click on those assets, then in the events view just say "create multiple events from sound definitions" and it would do so using existing asset names.[/quote:2m91knm2]

I might be misunderstanding your meaning, but I believe this is something I do all the time. Just click-drag all of your raw files from File Explorer to the Events-Hierarchy section and it will create an event for each file, by filename, sound definitions and all and also allow you to apply a template before doing so. Is that what you’re looking for?

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Hi All,

Reprimand accepted!

Undo/redo has proved to be quite hard to retrofit. In the past it’s been too easy for us to put this one on the back burner as other feature requests have come in. However we realise that for sound designers using the tool day in day out the absence of undo/redo makes life very difficult.

We can assure you that the undo/redo is currently in the works. In addition we’re working on improvements to the user interface with a focus on usability. Unfortunately we can’t commit to a date at this point. A witch hunt in six months would not be unreasonable.

In the meanwhile it’s always great to hear feature requests from users. This dialog is invaluable and our tools are better for it.

Thanks for your patience.

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‘AnimusSonitus’ – Thanks for the tip, that is very handy. It’s still not of any use though if you don’t want to be committed to the names of the files that you’re dragging from explorer – or if you’re creating the event structure first and hence don’t yet have the assets to add to them (which you’d need for this method). I know that sounds a little backwards, but quite often I’ll get requests from a programmer to hook up "dummy" events in the fsb so they can hook the code up and test it even before I have been delivered the assets. If you have 200 of these events, and no assets to back them up, it means you have to create each one, by hand (or make copies of copies of copies of.. you get the picture)..

Raymond / Templar again I appreciate your candour…. Don’t take my bluntness as anything more than honesty plus frustration from the daily grind. I say again, working with such a flexible sound engine makes it worthwhile…

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