We are working on a demo-level of a FPS and are currently switching from Unreal Sound Engine to FMOD. In this process we are wondering if anyone could enlighten us with a best practice for Multi-user setup in FMOD Designer?
We are currently two Sound Designers working on demo and we need to figure out how to do this best – version control is being handled by Subversion.
- KennethAndersen asked 10 years ago
We use the (distance) to drive a 3d pan, making the sound 2d when the player is close.
You could also separate the sounds, so that controlling player vs remote players play different sounds, that should be doable in Unreal Script, and you could then give more leverage to the players sound also.
That’s a system we’ve used in the past well.
Thanks a1psx – a valid answer, but I may not have made it clear enough what this issue is about.
We are two sound designers working simultaneously on the same project and we need to figure out a way to handle this in FMOD Designer so that we do not interfere with each others work.
It’s a matter of version control – FMOD has no built in version control system and before we "invent" our own system we would like to hear from others what they have done.
But thanks again for this answer – it also covers a subject on our research list 😀
- KennethAndersen answered 10 years ago
I have set up my current project with one fdp file per level, and also a generic fdp file. These correspond roughly to the soundbanks that are loaded as well. It’s not exactly ideal, but it does mean that different people can work on different game levels. Our fdp files are version controlled with our in-house database system. We don’t bother versioning our output files since these can simply be rebuilt from the fdp files if necessary.
We use a FDP per asset, so for our main player, we have cape, footstep and a bunch of gadget projects. This allows multiple sound designers to work on different assets a lot easier than having one FDP per level, or one FDP per character. It depends on the granularity you want.
We use Perforce, so it integrates with the explorer window.
We store FEV/FSB inside Unreal packages, generated during the import process.
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