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Hi Folks,

I’m looking to get some input from other users regarding the organisation of their FMOD project.

What I mean by that specifically is whether people are using one or more projects .fdp per game title. For example one per level.
Or do people organize the audio for their entire project in just one project.

We’re about to move into production and I’m trying to figure out the best way to do this as the game will feature lots of SFX and dialogue events and they may be hard to manage if they all exist in just one project.

That said, perhaps it doesn’t make much difference as i can organise the events into appropriate banks and all the sound definitions into appropriate folders.

Any opinions, suggestions appreciated.

Nick

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[quote="NickM":3t7ka1k9]Hi Folks,

I’m looking to get some input from other users regarding the organisation of their FMOD project.

[snip]

We’re about to move into production and I’m trying to figure out the best way to do this as the game will feature lots of SFX and dialogue events and they may be hard to manage if they all exist in just one project.

Nick[/quote:3t7ka1k9]

Hi Nick,

If you haven’t already, check out this thread:

http://52.88.2.202/forum/viewtopic.php?t=10560

You might also do a search on ‘Dialog’ and ‘Programmer sounds’ as I remember there being a number of threads on how to best handle these.

cheers,
Templar

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Thanks Templar,

Thats an interesting thread, it seems that we have some users using just FMOD project and other developers using multiple projects, depending on in some cases how many audio staff need to access the data.

I’m wondering if there are any obvious disadvantages for me to use just one project, I am the only audio user in the team so I don’t need to worry about multiple users etc.
I’m thinking that a one project solution will work as long as I use the wavebanks as a means to organise the loading of audio into different areas of the game.

Thanks

Nick

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[quote="NickM":2fbrdqsg]I’m wondering if there are any obvious disadvantages for me to use just one project, I am the only audio user in the team so I don’t need to worry about multiple users etc.
I’m thinking that a one project solution will work as long as I use the wavebanks as a means to organise the loading of audio into different areas of the game.[/quote:2fbrdqsg]

The main thing to consider is that one project corresponds to one FEV file. This means that if you have a single project for your whole game, you will have to hold the event definitions for your whole game in memory all the time. You can use loadEventData/freeEventData to create and destroy instance and sample data as you need, but the definition data has to be kept around for events that you aren’t using.

This overhead may not be an issue for you – it depends on the number and complexity of events you have, and how much memory you have available.

You may find it helpful to read "FMOD Event System – Best Practices For Programmers.pdf" – it’s in the FMOD Programmers API documentation directory. Page 8 in particular has some useful information on this issue.

Ben

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