Hi everyone, just recently discovered fMod and it seems like a really great piece of software.
I’m at uni studying music, and because I want to work with sound for games as a career I figure learning fMod and making a project would be really cool for my portfolio.
However my portfolio needs to show off the sound accompanying a visual aspect, and because I’m not much of a programmer (just dabblings in C++) I figure using a game engine would be the easiest way to do this. Just use a pre-given example, and then replace all the audio with my own through fMod.
Was wondering if you guys had any recommendations on the best way to do this? I’m on a Mac which unfortunately throws Unreal out the window. So far it seems Unity will be the best bet using the SquareTangle plugin, but thats a hack I don’t feel to comfortable with.
Hope you can help.
- MetzoPaino asked 7 years ago
Ok, well I figured that part out. My only problem seems to be that my sound emitters in Sandbox don’t play, instead their play state says "No active channels", any ideas what that may be? I’ve messed around in the preferences and nothing has changed.
EDIT: Done some troubleshooting, it seems to work providing I don’t have 3D distance parameter on when it is built in Designer.
You can use FMOD Sandbox for creating a sound scape for your portfolio. We haven’t updated it for a while so you’ll have to use an older version of FMOD Designer to be compatible.
Here is an example:
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