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Hello,

I’m working on the sound design of a game. I’m trying Fmod witch seems to be very interesting… but i didn’t find the bus gestion.. I explain :

I work , like every game, with sound’s container for sfx / interface sound / gfx and others… I would like to control the mix of every type of containers but i didn’t find/understand how i can control the mix of every bus…

Someone can help me?

thx

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Welcome to the forums pierrejeanpagei.

In FMOD Designer the buses are called categories. You can use these to create a container for a submix. There is a more detailed information about Event Categories on page 42 of the designer manual.

-Pete

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Hello Pete,

Thanks for the answer… Just one more question : can i create states for the mix ? I explain:
For exemple, the player want to go to the menu during the game and i want to cut off 25% of the volum for SFX / GFX categories . how can i do this? Could i have the control on every mix states (volum for every states mix in the game?)

Have a good day and thanks to take time for answering!!

Page-i

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Someone could help me?

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[quote="pierrejeanpagei":3oyqlcbe]Hello Pete,

Thanks for the answer… Just one more question : can i create states for the mix ? I explain:
For example, the player want to go to the menu during the game and i want to cut off 25% of the volum for SFX / GFX categories . how can i do this? Could i have the control on every mix states (volum for every states mix in the game?)

Have a good day and thanks to take time for answering!!

Page-i[/quote:3oyqlcbe]

There is no way of handling states via the Designer GUI. This type of control requires some code. So if you a programmer, take a look at the FMOD Designer API reference for:

 EventCategory::getCategory

Once you have the Category objects (for SFX/GFX) you then use the method:

EventCategory::setVolume

With a bit of programming you could create your own ‘mix state’ system based around these methods.

cheers,
Templar

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FWIW, that’s exactly what we did – built a ducking/state system on top of FMOD. It’s pretty easy, but I really would love it if "category presets" were a feature of FMOD Designer :)

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Agreed. Designer is desperatley lacking some more advanced features for controlling the mix. Creating a mix state and ducking system in code works but since its something that any significantly complex game needs then it should be included out-of-the-box, as it were. For our last project we weren’t able to implement ducking at all because we didn’t have the spare audio programmer time to do it properly. The other problem with a custom coded system as well its that is has to have exposure to the sound designers so that they are able to control the mix without the programmer having to rebuild the game. This means additional tools have to be written and maintained and the sound designers then have two seperate applications to control the mix from instead of just the one. Designer should do this.

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One small tidbit that might help folks who are rolling their own ducking – we got really good mileage out of using user properties in FMOD as the way to allow designers to specify which Categories to duck when an Event was playing. Specifically, it was a float property with the syntax Duck_CategoryName. It’s easy to split that data out at runtime or as a preprocess and it avoids the very ugly issue that JeffOfDeath points out where audio designers have to use two different tools to mix the game.

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Thanks. We’ll look into that.

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