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Hello everyone, I am new to this Forum. My Name is Jeramiah Ross I am a Sound Designer/Musician from Wellington New Zealand.

I am looking at the best way to implement interactive music into a game enviroment based on gameplay state using various musical cues.

From what I can figure out…

Multichannel wave files which contain say 5-6 cues with a parameter and channel volume effect on a event seem like a ok way to do this which gives you at least some control over cross fading between cues.

But does anybody know what advantages the Music tab inside FMOD offers over that approach of using events to trigger off music?

Has anyone here used the music tab inside of FMOD to some degree and has any recommendations for workflow?

Google searches dont seem to bring up much results.
Any suggestions and real world usage would be highly appreciated!

Many Thanks
Jeramiah

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[quote="module":1upgfmax]
Multichannel wave files which contain say 5-6 cues with a parameter and channel volume effect on a event seem like a ok way to do this which gives you at least some control over cross fading between cues.
[/quote:1upgfmax]

The music system tabs provides a lot more functionality than crossfading multichannel files. For example, within the music tab you can:
– synchronise loops to beats
– setup non-linear links and pathways
– get callbacks on beats (to sync other stuff like animations)

This functionality does come at a price (of CPU and Memory)…and doesn’t get the clean integration with built-in FMOD effects (your programmer would need to apply them).

The debate about multichannel event vs music system is really going to come down the resources you have available. There’s no point creating a massive music system project, with lots of cues, parameters, themes and the like, and you only have 10KB of memory because the graphics engine is taking it all ๐Ÿ˜‰

OK, I’m being absurd with the 10KB bit – but my point is, your choice is really horses for courses – perhaps you could elaborate a little more on the scenario you plan to build, platform, etc? I’m happy to make suggestions on how to implement it, using either technique.

cheers,
Templar

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Hey Templar thanks for your reply !

yeah I have been hanging out in FMOD designer for over a year now
and have always looked at the music tab but never really needed it
but I guess my curiosity has finally caught up on me as I really want to explore interactive music alot more… :)

I’ll just invent a pretend game environment for starters.

  1. fly around the world, (intro)
  2. do something really cool (bonus)
    3.enter a different zone ( like a tunnel or underground section)
  3. win the level (finish)

which would be 4 different music cues or music sections which using multichannel waveforms would let you get away with that if it didnt need to be detailed in anyway.

But i am guessing in a more proper production enviroment, I would imagine between say 6 levels, 4 zones, + variation, FMV’s and cut scenes the cue amounts would get pretty crazy. ๐Ÿ˜€

After wave and sample bank optimization what kind of footprint in terms of size/memory would something like that take with just using the music system?

the sync to beats looks really great to support that. how is the BPM defined, is that programmer side? how much intergration of the music system does the programmer need to do? does it do any time streching or do you have to have that all sorted in the wave files?

what are non-linear links and pathways, could you use animation tags or other event related data to control what the music does? how is that infomation translated from the game to the music system?

Say, like during a massive explosion some one dies then fade the current music out and play sad music. what would be the process of making that in FMOD Designer?

I have been looking at the cues and scenes and themes but to be honest I really dont understand it.

Would you be able to explain the simple process of having say 3 musical audio wave file cues of intro, main and outro and what the process would be to set that up?

Yeah always such a small sound budget for us eh?, At least it’s not the iPhone :)

Thanks a mil for your reply and help, I’ll get investigating some more (reading the manual and the API) ๐Ÿ˜ฎ

looking forward to chatting some more.

Cheers
Jeramiah

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Hey templar, I resolved a lot of questions by looking around the Wiki for the setup of the music system :) but anything you feel like answering would be awesome. Cheers again.

Jeramiah

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[quote="module":3pvjzjsf]
the sync to beats looks really great to support that. how is the BPM defined, is that programmer side? how much intergration of the music system does the programmer need to do? does it do any time streching or do you have to have that all sorted in the wave files?
[/quote:3pvjzjsf]

Just to clarify this point. The beat sync stuff just synchronises the start of playback of a segments – it doesn’t do any time stretching. The idea is you can have a background (or base) loop, and select which beats can be used as sync. points for other themes that layer the underlying loop.

[quote:3pvjzjsf]
what are non-linear links and pathways, could you use animation tags or other event related data to control what the music does? how is that infomation translated from the game to the music system?
[/quote:3pvjzjsf]

You (the sound designer) can make links between any segments then make rules (and priorities) that specify when those links are followed. You can specify that links are only followed when cues are active, or when a parameter has a certain value (less than, greater than, etc).

The programmer than provides the integration between the music system and the game engine, so he/she could supply the player’s current health, vehicle speed whatever, to update your parameters.

[quote:3pvjzjsf]
Say, like during a massive explosion some one dies then fade the current music out and play sad music. what would be the process of making that in FMOD Designer?

I have been looking at the cues and scenes and themes but to be honest I really dont understand it.
[/quote:3pvjzjsf]

[quote:3pvjzjsf]
Would you be able to explain the simple process of having say 3 musical audio wave file cues of intro, main and outro and what the process would be to set that up?
[/quote:3pvjzjsf]

PM me your email address, and I’ll send you a fdp example using the music system to create a sequence of intro, main and outro in a few different ways.

If anyone else, wants to see this demo..reply to this thread =)

cheers,
Templar

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Hey Templar thanks heaps for your reply and time on this one.
awesome stuff ! private message is on it’s way :)

cheers heaps
Jeramiah

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