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Hi Folks,

I’m new to Fmod Designer so this may be a pretty basic question…

Is it possible to spawn a sound with a random speaker position?

I.e. I’ve set up a 2D event with 4 looped sounds going to FL,FR,RL,RR respectively (a basic ambiance). I now want to add multiple layers of one shot sounds, spawning at random speaker positions each time they spawn. I see that it’s possible to have the sounds play back with a random volume and pitch value, but there is no setting for random speaker position.
Is this possible within the same 2D event, or will i have to create a new 3D event, and trigger both events at the same time?

Any suggestions will be much appreciated.

Simon.

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[quote="slipperhero":1irtkgk6]Hi Folks,

I’m new to Fmod Designer so this may be a pretty basic question…

Is it possible to spawn a sound with a random speaker position?

I.e. I’ve set up a 2D event with 4 looped sounds going to FL,FR,RL,RR respectively (a basic ambiance). I now want to add multiple layers of one shot sounds, spawning at random speaker positions each time they spawn. I see that it’s possible to have the sounds play back with a random volume and pitch value, but there is no setting for random speaker position.
Is this possible within the same 2D event, or will i have to create a new 3D event, and trigger both events at the same time?

Any suggestions will be much appreciated.

Simon.[/quote:1irtkgk6]

At the moment, the easiest way to create a random panning is to use a 3D event and use the randomized 3D offset for the sound definition of the one-shot random spawns.

There is no automatic randomisation for the panning of a 2D event. For a 2D event, the process would be more convoluted. You would need to a parameter (representing the different pannings). Add a surround pan effect to the layer containing the one-shot random. Draw a complex envelope. The programmer would then need to supply a random number for the parameter at real time….Like I said, this technique is a little hacky, and you’d also need code to co-ordinate the a new random parameter position for each spawn..

I guess adding a 2nd event (using 3D) for the random one-shots would be a better method.

cheers,
Templar

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Thanks for the heads up Templar.
Thing is, I can’t for the life of me find where to set the "randomized 3d offset". Where is this feature hiding?

Also…once I’ve set up the new 3d event using this feature, and am now using 2 events to make up the desired overall ambiance sound, is it possible to then audition both of these events simultaneously from within Designer? So i can hear all the sounds in context. I haven’t found a "Play event group" function, so I’m not sure if it is.

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[quote="slipperhero":2emzaghs]Thanks for the heads up Templar.
Thing is, I can’t for the life of me find where to set the "randomized 3d offset". Where is this feature hiding?

Also…once I’ve set up the new 3d event using this feature, and am now using 2 events to make up the desired overall ambiance sound, is it possible to then audition both of these events simultaneously from within Designer? So i can hear all the sounds in context. I haven’t found a "Play event group" function, so I’m not sure if it is.[/quote:2emzaghs]

The ‘3D Position Randomization’ property is available for entire events (see event properties), or individual sound definitions (See sound definition properties).

Auditioning multiple events in Designer isn’t really available at the moment. You would be best to use FMOD Event Player that ships with Designer to do this. You can also remote connect Designer to Event Player to fine the relative mixes in real time.

cheers,
Templar

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Hi there,
So how about adding a randomization for the panning of 2D events? I’ve asked for it a while ago (http://52.88.2.202/forum/viewtopic.php … highlight=) and I still find myself in a need for it in every project I work on.

For example, triggering one-off 2D sounds to complement ambiance tracks with random panning in surround would be a great addition.

Can this be added?

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I would just recommend using ‘head relative’ as your event 3d mode, and using 3d position randomization, it is virtually the exact same thing as 2d pan randomization.

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I’ve used the Head Relative 3d mode method you suggest Brett, and sure it gives the desired effect. The trouble with this method though is that i am forced to use 2 events for what is ultimately the same sound to me, one event for the 2d loops, another for the randomly positioned 3d one shots. To me this seems like a bit of an unnecessary workaround, and ultimately a bit hacky. Another problem of this method is that as the "complete sound" now involves 2 events, i can’t audition the complete sound from Designer, which is inefficient. I need to either audition them separately in Designer, or use the event player or Sandbox.
It would be far more efficient if we could add randomly positioned head relative one shots to the same event. This is what we were doing with our own proprietary software at Funcom, and not being able to do this in Designer seems like a major step backwards.

What do you say? I would be overjoyed if you implemented this!

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In addition to what slipperhero has said, I would like to see features like being able to specify direction and spread for pan randomization.
This should work similarly to the cone designer so that you can specify for example that the sound panning should be randomized but only on the left hand side (between LS and L), or facing front with 180 degree angle (no rear speakers) or only rear speakers.
Another great thing would be to specify which channels should be included in the random panning.

Those features will give us more control over random panning.

  • Daniel
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[quote="slipperhero":2y0pqbzf]I’ve used the Head Relative 3d mode method you suggest Brett, and sure it gives the desired effect. The trouble with this method though is that i am forced to use 2 events for what is ultimately the same sound to me, one event for the 2d loops, another for the randomly positioned 3d one shots.
[/quote:2y0pqbzf]

This shouldn’t be necessary. You can put a 3D Pan Level effect on the layer containing your 2d loops, and set the Level to 0. This effectively makes a 2d layer inside a 3D event.

All you need to do then is put your randomly positioned 3d one shots on a separate layer with no 3D Pan Level effect, and it should work the way you desire.

I have tested this here, and it seems to work fine. Let us know if it’s not working for you.

Thanks,
Ben

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[quote="Daniel":rcfbjzmt]In addition to what slipperhero has said, I would like to see features like being able to specify direction and spread for pan randomization.
This should work similarly to the cone designer so that you can specify for example that the sound panning should be randomized but only on the left hand side (between LS and L), or facing front with 180 degree angle (no rear speakers) or only rear speakers.
Another great thing would be to specify which channels should be included in the random panning.[/quote:rcfbjzmt]

Thanks for the suggestion. I have added this request to the pan randomisation item in our tracker. However, we currently have a lot of feature requests pending, so I can’t commit to a date at this point.

Thanks,
Ben

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