I’m new to audio programming and FMOD.
I’d like to know what are the best format choices for the following platforms: PC/X360/PS3.
Once a compression format is chosen, how are input WAV files converted to what FMOD Ex is able to open?
For now I don’t want to use FMOD Designer. I saw that FMOD SoundBank Generator was available, but it doesn’t seem like fsb files are supposed to be opened through the FMOd Ex API. Am I right?
For example I have a WAV file contening sync points. I’d like to have this file compressed to ADPCM/Vorbis/MP3/XMA with the sync points still available and with sample precision. What should I do to achieve that?
- guillaume asked 8 years ago
[quote:2xlyfau4]Where can I find documentation about the SoundBank Generator?[/quote:2xlyfau4]
Currently there isn’t any documentation for FSBank.
[quote:2xlyfau4]Is there a description of the FSB format?[/quote:2xlyfau4]
The FSB file is a contianer file which has a header describing all of the sounds it contains and then the actual encoded sound data. It is optimized for fast loading.
[quote:2xlyfau4]What are the criteria for putting sounds together in a FSB file?[/quote:2xlyfau4]
There aren’t any strict criteria. For interleaving multichannels sounds the bit-depth and samplerate have to match, but all source files should probably have matching samplerate and bit depth anyway.
[quote:2xlyfau4]Are there any information in a FSB file other than cue points, sync points and audio data?[/quote:2xlyfau4]
No all they have is that little bit of meta data and audio data. I’m not sure what you mean by ‘cue points’, is that the same as what we call ‘loop points’?
Here is the FSB file spec:
Scroll down the bottom to see FMOD4 FSB.
Hi Guillaume, welcome to the FMOD Forums!
FSB is just the FMOD Sound Bank format, it is definately compatible with FMOD Ex API, in fact it is recommended.
For Xbox 360 use XMA.
For PS3 use MP3 (no license required)
For PC you can use MP3 if you are willing to pay for the licensing or use MP2 otherwise.
All formats support syncpoints. All syncpoints from the source wavs get encoded into the FSBs.
The tool for creating FSBs is called FSBank, there are three ways to use it.
1. Use it as a standalone tool
2. Integrate it into your tool chain using the command line interface
3. Integrate it into your editor using the FSBank C++ lib.
Hi Peter, thanks for the welcome!
Where can I find documentation about the SoundBank Generator?
I could not find anything for the GUI version.
I typed "fsbankexcl.exe -help" to get the options list of the command-line version.
And I found the comments in the fsbank.h header.
Is there a description of the FSB format?
What are the criteria for putting sounds together in a FSB file?
Are there any information in a FSB file other than cue points, sync points and audio data?
Please login first to submit.