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I’ve been helping a client with a project and it’s been a work flow nightmare working with designer.

So far in the project we’ve noticed – and this is from 1 week of editing.

  1. Sound files playing corrupt – they are standard 44.1kHz, 32kHz 16bit mono, but yet loaded up in SF Designer end up playing back with glitches. They play back perfectly in Sound Forge, WinAmp, Windows Media Player, but everytime I’ve recreated them from scratch they play corrupted.

  2. Sounds triggered with offsets where there are no offsets.

  3. Sounds just not playing – though they are in the bank and in the event in Designer, they just don’t play in the game.

  4. Lack of a template effect to apply to a group of sounds – requires an individual effect – ie reverb sent for every layer of every event – with copy paste not working properly – it’s caused a mass amount of pointless work and expense for the client.

  5. Using FMOD designer to author the reverb send, when the game runs on a PC, the reverb sends are way off – there is far more wet signal than what is represented in designer tool. This has required authoring while connected to the game.

  6. Unable to audition sounds while connected to the game engine. This means a lot of switching on and off the connection – which when burried in a menu is counter productive.

  7. Needing to open up an event to audition it. There should be a painless way to audition an event direclty from the event list rather than needing to open up a new screen to do this.

  8. Editing bugs in the event editor. Tried to drag the parameter bar but it grabs the event start in the layer, I dragged it all the way to the right. There was no scroll bar to access an event off the screen. Since there’s no UNDO feature, I had to use Distribute Sounds Evenly. However, on clicking or moving the mouse, it would reposition the sound in the middle of the event and then on another click would reposition it off the screen again.

  9. Changing the order of an event in the event list generates a new ID – which means for a freelance designer needing to keep getting a build from the client (where the client is using Event IDs and not names) and not being able to organize events – events should have a distinct ID allocated on creation of the event.

  10. Copying an effect (I was copying FMOD Echo) and pasting it on another event’s sound layer sometimes doesn’t play the effect at all, and requires either a restart of FMOD Designer or requiring to create a new effect all over again – with parameters all over again (lack of a effect template).

Unforunately these bugs have caused hours of lost work, extra work and rework.

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[quote="yogib":i6u5zh54]
1. Sound files playing corrupt – they are standard 44.1kHz, 32kHz 16bit mono, but yet loaded up in SF Designer end up playing back with glitches. They play back perfectly in Sound Forge, WinAmp, Windows Media Player, but everytime I’ve recreated them from scratch they play corrupted.

  1. Sounds triggered with offsets where there are no offsets.
    [/quote:i6u5zh54]

This sounds odd, any chance you can send the audio files and .fdp to support@fmod.org so we can investigate the issue further?

[quote:i6u5zh54]
3. Sounds just not playing – though they are in the bank and in the event in Designer, they just don’t play in the game.
[/quote:i6u5zh54]

My first instinct is to check the max_playback and max_playback_behaviour properties, then the event priorities. Is it just 2D or 3D events that are not playing?

[quote:i6u5zh54]
4. Lack of a template effect to apply to a group of sounds – requires an individual effect – ie reverb sent for every layer of every event – with copy paste not working properly – it’s caused a mass amount of pointless work and expense for the client.
[/quote:i6u5zh54]

I agree that the inability for the sound designer to attach DSP to an event category is a big limitation. The programmer can connect DSP nodes to an event category, which may provide some help and certainly be more CPU friendly than connecting DSP to every event.

[quote:i6u5zh54]
5. Using FMOD designer to author the reverb send, when the game runs on a PC, the reverb sends are way off – there is far more wet signal than what is represented in designer tool. This has required authoring while connected to the game.
[/quote:i6u5zh54]

Unfortunately any pre-build mixing is going to be error-prone. Not hearing the sound in context, with game state data, not hearing the build compression, etc is a limitation. I think it is standard practice to do the final mixing using the targeted hardware. We can take a look a the reverb situation however.

[quote:i6u5zh54]
6. Unable to audition sounds while connected to the game engine. This means a lot of switching on and off the connection – which when burried in a menu is counter productive.
[/quote:i6u5zh54]

Agreed.

[quote:i6u5zh54]
7. Needing to open up an event to audition it. There should be a painless way to audition an event direclty from the event list rather than needing to open up a new screen to do this.
[/quote:i6u5zh54]

You can use [Alt] + left click from an event in the event hierarchy to audition it – without going into the event editor. I’d suggest checking out page 204 of the user manual there is a Short-Cut guide which might help with usability.

[snip]

I shall log the other bugs with our issue tracker.

[quote:i6u5zh54]
Unforunately these bugs have caused hours of lost work, extra work and rework.[/quote:i6u5zh54]

Thanks for your feedback, I hope I didn’t sound too defensive in my reply. The issues you raised are valid, and we will try to improve the usability of our software.

cheers,
Templar

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[quote:2r2ntb5v]1. Sound files playing corrupt – they are standard 44.1kHz, 32kHz 16bit mono, but yet loaded up in SF Designer end up playing back with glitches. They play back perfectly in Sound Forge, WinAmp, Windows Media Player, but everytime I’ve recreated them from scratch they play corrupted.

  1. Sounds triggered with offsets where there are no offsets.
    [/quote:2r2ntb5v]

As Templar suggested, send us the wave files in question along with your .fdp file(s). We need to see a repro of your problem.

[quote:2r2ntb5v]
3. Sounds just not playing – though they are in the bank and in the event in Designer, they just don’t play in the game.
[/quote:2r2ntb5v]

Again, can you point us to an event in your project that exhibits this behaviour? Are you sure the game is triggering the event in question?

[quote:2r2ntb5v]8. Editing bugs in the event editor. Tried to drag the parameter bar but it grabs the event start in the layer, I dragged it all the way to the right. There was no scroll bar to access an event off the screen. Since there’s no UNDO feature, I had to use Distribute Sounds Evenly. However, on clicking or moving the mouse, it would reposition the sound in the middle of the event and then on another click would reposition it off the screen again.
[/quote:2r2ntb5v]

I can’t understand what you’re doing here, can you explain it differently please? Maybe a step-by-step repro so I can see the problem here?

[quote:2r2ntb5v]9. Changing the order of an event in the event list generates a new ID – which means for a freelance designer needing to keep getting a build from the client (where the client is using Event IDs and not names) and not being able to organize events – events should have a distinct ID allocated on creation of the event. [/quote:2r2ntb5v]

Use event GUIDs. These don’t change.

[quote:2r2ntb5v]10. Copying an effect (I was copying FMOD Echo) and pasting it on another event’s sound layer sometimes doesn’t play the effect at all, and requires either a restart of FMOD Designer or requiring to create a new effect all over again – with parameters all over again (lack of a effect template).
[/quote:2r2ntb5v]

I can’t repro this. Can you give me a step-by-step repro case please?

It sounds like you’re having a number of problems. Feel free to write support@fmod.org and we can work through them together in more detail if you prefer.

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Hey Andrew,

Will send you a project file with the suspicious sound files – will try to get a smaller version of the project with just those files as it’s pretty big as is right now.

For #3 Sounds not playing.

Positive that the event is being triggered, it has 2 sounds playing, I can turn down one of them in-game. I’ll double check that there is no small gap between the beginning of the sound event and the 0 amount of the Parameter. If that’s the case it’s easy to fix.

[quote:32tmrl7b]8. Editing bugs in the event editor. Tried to drag the parameter bar but it grabs the event start in the layer, I dragged it all the way to the right. There was no scroll bar to access an event off the screen. Since there’s no UNDO feature, I had to use Distribute Sounds Evenly. However, on clicking or moving the mouse, it would reposition the sound in the middle of the event and then on another click would reposition it off the screen again.
[/quote:32tmrl7b]

Sorry, late night last night – went to grab the parameter locator (the red line in the event) to move it out of the way. The cursor actually picked up the beginning of the sound.. I was trying to audition pitch change to parameter value at the min and max of the parameter value.
When I moved the actual sound in the event layer all the way to the right and let go of the mouse, the sound widget went off the screen and I couldn’t move it back as there was no horizontal scroll bar in the editor. The only way I could get it back was to distribute sounds evenly in the event layer – however while I was clicking the mouse, it was moving the sound all over again I had to quit the event editor and start again.

[quote:32tmrl7b]
Use event GUIDs. These don’t change.
[/quote:32tmrl7b]

I’ll pass this onto the engineer.

[quote:32tmrl7b]10. Copying an effect (I was copying FMOD Echo) and pasting it on another event’s sound layer sometimes
[/quote:32tmrl7b]

Basically created an FMOD echo effect in one Event. Copy the effect.

Open another Event and Paste the effect so that all the same parameters are used.

When I auditioned the 2nd event with the new Echo added, it wasn’t playing the echo correctly. I resolved this by deleting the echo and creating one by hand, copying the same parameters as before and then I heard the echo working correctly.

[quote="andrew":32tmrl7b][quote:32tmrl7b]1. Sound files playing corrupt – they are standard 44.1kHz, 32kHz 16bit mono, but yet loaded up in SF Designer end up playing back with glitches. They play back perfectly in Sound Forge, WinAmp, Windows Media Player, but everytime I’ve recreated them from scratch they play corrupted.

  1. Sounds triggered with offsets where there are no offsets.
    [/quote:32tmrl7b]

As Templar suggested, send us the wave files in question along with your .fdp file(s). We need to see a repro of your problem.

[quote:32tmrl7b]
3. Sounds just not playing – though they are in the bank and in the event in Designer, they just don’t play in the game.
[/quote:32tmrl7b]

Again, can you point us to an event in your project that exhibits this behaviour? Are you sure the game is triggering the event in question?

[quote:32tmrl7b]8. Editing bugs in the event editor. Tried to drag the parameter bar but it grabs the event start in the layer, I dragged it all the way to the right. There was no scroll bar to access an event off the screen. Since there’s no UNDO feature, I had to use Distribute Sounds Evenly. However, on clicking or moving the mouse, it would reposition the sound in the middle of the event and then on another click would reposition it off the screen again.
[/quote:32tmrl7b]

I can’t understand what you’re doing here, can you explain it differently please? Maybe a step-by-step repro so I can see the problem here?

[quote:32tmrl7b]9. Changing the order of an event in the event list generates a new ID – which means for a freelance designer needing to keep getting a build from the client (where the client is using Event IDs and not names) and not being able to organize events – events should have a distinct ID allocated on creation of the event. [/quote:32tmrl7b]

Use event GUIDs. These don’t change.

[quote:32tmrl7b]10. Copying an effect (I was copying FMOD Echo) and pasting it on another event’s sound layer sometimes doesn’t play the effect at all, and requires either a restart of FMOD Designer or requiring to create a new effect all over again – with parameters all over again (lack of a effect template).
[/quote:32tmrl7b]

I can’t repro this. Can you give me a step-by-step repro case please?

It sounds like you’re having a number of problems. Feel free to write support@fmod.org and we can work through them together in more detail if you prefer.[/quote:32tmrl7b]

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[quote="yogib":1yqe9gnz]Hey Andrew,

Will send you a project file with the suspicious sound files – will try to get a smaller version of the project with just those files as it’s pretty big as is right now.
[/quote:1yqe9gnz]

Ok, looking forward to it.

[quote:1yqe9gnz]
[quote:1yqe9gnz]8. Editing bugs in the event editor. Tried to drag the parameter bar but it grabs the event start in the layer, I dragged it all the way to the right. There was no scroll bar to access an event off the screen. Since there’s no UNDO feature, I had to use Distribute Sounds Evenly. However, on clicking or moving the mouse, it would reposition the sound in the middle of the event and then on another click would reposition it off the screen again.
[/quote:1yqe9gnz]

Sorry, late night last night – went to grab the parameter locator (the red line in the event) to move it out of the way. The cursor actually picked up the beginning of the sound.. I was trying to audition pitch change to parameter value at the min and max of the parameter value.
When I moved the actual sound in the event layer all the way to the right and let go of the mouse, the sound widget went off the screen and I couldn’t move it back as there was no horizontal scroll bar in the editor. The only way I could get it back was to distribute sounds evenly in the event layer – however while I was clicking the mouse, it was moving the sound all over again I had to quit the event editor and start again.
[/quote:1yqe9gnz]

Ok, gotcha.

[quote:1yqe9gnz]
[quote:1yqe9gnz]10. Copying an effect (I was copying FMOD Echo) and pasting it on another event’s sound layer sometimes
[/quote:1yqe9gnz]

Basically created an FMOD echo effect in one Event. Copy the effect.

Open another Event and Paste the effect so that all the same parameters are used.

When I auditioned the 2nd event with the new Echo added, it wasn’t playing the echo correctly. I resolved this by deleting the echo and creating one by hand, copying the same parameters as before and then I heard the echo working correctly.
[/quote:1yqe9gnz]

Hm, still can’t repro this one. Can you send me the project you’re using to repro this please?

Cheers,

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