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Download FMOD Studio 1.0.0 here
http://fmod.org/fmod-downloads.html

Welcome to the initial FMOD Studio release. This post is to explain what is included in this release, and for version specific discussion.

New features since the last preview

  • Music System – Transition markers and regions on the timeline for constructing interactive music.
  • Timeline and parameter automation for mixer snapshots.
  • Profiler – Supports RMS & Peak, Loudness Metering, CPU
  • Revised API for custom DSP plugins.
  • Many bug fixes

[b:sexsbwr7][u:sexsbwr7]1.0 Feature overview[/u:sexsbwr7][/b:sexsbwr7]

  1. Multi Track Editor with timeline, browser, effect deck, metering.

– single sound/multi sound, events within events, sound scatterers.
– 2d & 3d panner interfaces, automation by parameters, modulators, pre and post fader effect placement (on a track, or the whole event – ie the ‘master’ track).
– Side-chaining (currently supported by FMOD Compressor effect)

  1. Mixer interface

– sends/returns, VCAs, solo/mute, effect deck, metering
– realtime mixing while connected to game (requires runtime)
– Side-chaining (currently supported by FMOD Compressor effect)

  1. Perforce and Team Foundation Server support – per event check in/check out.

  2. unlimited undo/redo

  3. Control surface support – comes with Nucleus profile. Mackie and others supported.

  4. Added mixer snapshots:

– Snapshots set overriding changes in the global mixer.
– Snapshots can be prioritized within the browser.
– Entire strips can be selectively scoped in to snapshots.
– Snapshots can be limited to as few or as many properties as the user needs.
– Snapshot modules can be added to events to trigger snapshots.
– Timeline and parameter automation for mixer snapshots supported.

  1. Sub-events (events within events!)

– Sub-events are events that can be triggered and positioned independently while being routed into a master event.
– Sub-events appear as inputs in the master event.

  1. Interactive music (now part of the event editor rather than being its own interface like FMOD Designer).

– Tempo markers can be placed on the Timeline
– All sound module now have a Trigger Behaviour drawer to control delay/quantization as well as conditional activation
– Transition markers and regions on the timeline for constructing interactive music.

  1. Profiler

– Currently Supports RMS & Peak, Loudness Metering, CPU. More to come.

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[quote="Joseph Harvey":rsi2f6co][quote="JGORNALL":rsi2f6co]Regarding the transitions, how do you trigger them? I have a transition and a transition region with a parameter assigned to both, but I am having a bit of trouble triggering the transition.[/quote:rsi2f6co]In general, transitions and transition regions are triggered automatically when the timeline cursor passes over them. If the transition or transition region has ‘Parameter Condition’ logic associated with it, then it will only be triggered if the parameter specified in the condition is in the value range specified in the condition.

If the transition or transition region has no text written on it, the problem is that it has no associated destination to send the timeline cursor to. Fortunately, this is easy to fix: Just right-click on the transition or transition region to open the context-sensitive menu, select the ‘Set Destination To’ menu item, then select the submenu item corresponding to the destination marker you’d like it to target.[/quote:rsi2f6co]

Okay, that cleared it up thank you!

Joe Gornall

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[quote="Skaven":2ikhq0nf]Sometimes loops are prone to clicks and sensitive to zero cross or wave phase, and the loop points need to be sample accurate. How does Studio handle this? I may not be able to zoom close enough to manually place the loop region accurately enough [/quote:2ikhq0nf]
If I may quote myself here; I found out that if I set each sample itself to loop, rather than the multi-sound, FMOD will actually use the loop points in the sample metadata. Good to know!

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We’ve run into a problem of sounds remaining idle, with the timeline progressing forever, even though no sounds are playing, and no sounds are present in the parameters (ie it should be oneshot). If the sound gets repeated, these idle sounds accumulate over time.

Well, after a bit of experimentation, it turns out that if there are any effects (flanger, chorus, any legacy FX, etc) in any tracks, it causes the sound to run forever until stopped by command.

If I contain the audio with the effect into a sub-event, the parent event’s length is then determined by the length of the sub-event sound’s trigger region, disregarding the sample length.

If the effects running forever issue is a permanent part of the effects’ nature and there isn’t any good way to fix it, then maybe a Stop Event cue you could place on the timeline would be useful. Just so you don’t need to create a sub-event every time you want to use effects in oneshot sounds.

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I would say it’s only a concern if it happens to be capped rather low right now. There’s a section of a game of ours where the streams reach about 60 (i.e. rather complex/bloated ambiance) and we allow it. We’ve never needed anywhere close to that many streams in the past, but we’re not having any performance problems with that, so we’ll probably keep the stream count that high if things continue to be fine. Would a high stream count like this pose any problems with Studio at the moment?

Thanks,
Sean

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Support for svn would be really handy

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One more visualization suggestion for the backlog (though probably you already have it :) ): Visualize automation envelopes on the main audio track.

As in: currently you’ll need to ‘open’ each track to show the automation envelopes. This is a bit unwieldy especially when there is a lot of automation or multiple tracks. From the triangular "open" button you can see whether there is automation or not, but that’s the only information available until you open the automation tracks.

It would be handier if all envelopes were also visualized on the main/audio track. Maybe they could even be editable there (just like in the old Designer). And if there are just too many overlapping envelopes and it gets fiddly, you could still open the track to show each automation separately.

Reaper the DAW has a similar feature: if multiple tracks are parented to a master track, it shows "ghosts" of all the wave clips and envelopes in the parent track.

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[quote="Skaven":5ufc7f8d]We’ve run into a problem of sounds remaining idle, with the timeline progressing forever, even though no sounds are playing, and no sounds are present in the parameters (ie it should be oneshot). If the sound gets repeated, these idle sounds accumulate over time.

Well, after a bit of experimentation, it turns out that if there are any effects (flanger, chorus, any legacy FX, etc) in any tracks, it causes the sound to run forever until stopped by command.

If I contain the audio with the effect into a sub-event, the parent event’s length is then determined by the length of the sub-event sound’s trigger region, disregarding the sample length.

If the effects running forever issue is a permanent part of the effects’ nature and there isn’t any good way to fix it, then maybe a Stop Event cue you could place on the timeline would be useful. Just so you don’t need to create a sub-event every time you want to use effects in oneshot sounds.[/quote:5ufc7f8d]
The Studio API waits for all effects in an event to go idle before stopping the event, in order to avoid cutting off effects with a tail (such as Delay and Reverb) too early. However, it looks like a number of our effects don’t correctly go idle – sorry about that! We will get this fixed as soon as we can.

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Not really, the biggest benefit to stream pooling is limiting I/O bandwidth, which is most relevant when streaming media from disc on consoles.

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We’re integrating FMOD Studio full time soon, and I’ve been familiarizing myself with it. Here’s a bunch of suggestions and a couple of bugs I stumbled upon (v 1.1.1 (43554)). :)

[u:5bb07oge]Event Editor – visual aids:[/u:5bb07oge]
[list:5bb07oge]
[:5bb07oge]Indicate with an icon on every track (audio tracks, master), if DSP effects have been added. A tiny "3D" icon could be shown if a 3D Panner is present, for example.[/:m:5bb07oge]
[:5bb07oge]Wav markers/regions appear no longer to be supported (for loops), but they could be visualized in the waveform views (both in sound containers and on tracks), so that it’s easier to match the Loop Region with them for example.[/:m:5bb07oge]
[:5bb07oge]Visualize the Start Offset position in the waveform view[/:m:5bb07oge]
[:5bb07oge]Visualize sample playback with a color change in the item list, and a line traveling across the waveform in multi/scatterer sounds[/:m:5bb07oge][/list:u:5bb07oge]

[u:5bb07oge]Useful features:[/u:5bb07oge]
[list:5bb07oge]
[:5bb07oge]Right click -> Locate Wav in Audio Bin command in the multi/scatterer/single sound right click menu (opens the Audio Bin if not already open, and selects the corresponding wav there)[/:m:5bb07oge]
[:5bb07oge]Play button in the waveform view of the multi/scatterer sound, to test-play individual waves (to find and kill that one random variation that sticks out too much, and to test the volume and pitch settings of each wav).[/:m:5bb07oge]
[:5bb07oge]Are there plans to bring back the signal generators? (sine, saw, square, noise)[/:m:5bb07oge]
[:5bb07oge]An LFO modulator to automate parameters would be handy (sine, triangle, ramp up/down, square, noise, smooth noise). [size=70:5bb07oge]I thought I saw one already in an earlier sneak peek of Studio?[/size:5bb07oge][/:m:5bb07oge]
[:5bb07oge]Transition destination: Random marker. As in, jump to a random marker in the timeline.[/:m:5bb07oge]
[:5bb07oge]Spawn Intensity is no longer there, and the Sound Scatterer intervals cannot be automated. What’s the plan?[/:m:5bb07oge]
[:5bb07oge]Sample length relative Start Offset (float; 0.0 = start of sample; 1.0 = end of sample), which could be applied to all wavs in the container with a single parameter.[/:m:5bb07oge][/list:u:5bb07oge]

[u:5bb07oge]Bugs:[/u:5bb07oge]
[list:5bb07oge]
[:5bb07oge]If I open a wav in an external editor, I cannot save it because Studio has a handle on the file. I’ll have to switch to another item to release it.[/:m:5bb07oge]
[:5bb07oge]After saving the modified file, Studio doesn’t refresh its waveform image of the file. At least not in the Audio Bin.[/:m:5bb07oge][/list:u:5bb07oge]

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[quote="Skaven":2rdibv5y]One more visualization suggestion for the backlog (though probably you already have it :) ): Visualize automation envelopes on the main audio track.

It would be handier if all envelopes were also visualized on the main/audio track. Maybe they could even be editable there (just like in the old Designer).[/quote:2rdibv5y]
There main reason why we don’t display multiple automation curves on the same track is a simple usability issue: The different curves get in the way of each other, making them harder to read. The other reason is that different properties use different scales and represent different things, and laying them over each other is actually misleading – ‘about half-way up’ could mean ‘no change’ for one property and ‘substantial change’ for another.

That said, we’re also aware that by moving the information to a hidden place, we’ve made it a little more awkward to access. We do have some ideas about how we can improve the way automation data is displayed and accessed, but we won’t be doing it the same way as we did in Designer. Unfortunately, there’s some other things on our to-do list that we need to get done first, so I don’t know when we’ll be able to change the current system.

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[quote="ben":11lqfs3r][quote="Skaven":11lqfs3r]We’ve run into a problem of sounds remaining idle, with the timeline progressing forever, even though no sounds are playing, and no sounds are present in the parameters (ie it should be oneshot). If the sound gets repeated, these idle sounds accumulate over time.

Well, after a bit of experimentation, it turns out that if there are any effects (flanger, chorus, any legacy FX, etc) in any tracks, it causes the sound to run forever until stopped by command.[/quote:11lqfs3r]
The Studio API waits for all effects in an event to go idle before stopping the event, in order to avoid cutting off effects with a tail (such as Delay and Reverb) too early. However, it looks like a number of our effects don’t correctly go idle – sorry about that! We will get this fixed as soon as we can.[/quote:11lqfs3r]
This bug has now been fixed for the next release.

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How does this work with Mobile platforms? Would really like to use it but I’m getting mixed reviews. Who nows….?

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[quote="Skaven":3ufhkot1][list:3ufhkot1][:3ufhkot1]Indicate with an icon on every track (audio tracks, master), if DSP effects have been added. A tiny "3D" icon could be shown if a 3D Panner is present, for example.[/:m:3ufhkot1][/list:u:3ufhkot1][/quote:3ufhkot1]
That’s a good idea. I’ll bring it up at our next UI design meeting.

[quote="Skaven":3ufhkot1][list:3ufhkot1][:3ufhkot1]Wav markers/regions appear no longer to be supported (for loops), but they could be visualized in the waveform views (both in sound containers and on tracks), so that it’s easier to match the Loop Region with them for example.[/:m:3ufhkot1][/list:u:3ufhkot1][/quote:3ufhkot1]
I’m not sure what you mean by wav markers not being supported. Are you referring to the waveforms displayed on trigger regions? Those only appear on the trigger regions of sound modules that are time-locked. Non-time-locked module trigger regions act as simple on/off switches in which cursor position has no relation to what part of the audio plays, so displaying the waveform would be misleading and not useful for loop region positioning.

[quote="Skaven":3ufhkot1][list:3ufhkot1][:3ufhkot1]Visualize the Start Offset position in the waveform view[/:m:3ufhkot1][/list:u:3ufhkot1][/quote:3ufhkot1]
It’s on our to-do list.

[quote="Skaven":3ufhkot1][list:3ufhkot1][:3ufhkot1]Visualize sample playback with a color change in the item list, and a line traveling across the waveform in multi/scatterer sounds[/:m:3ufhkot1][/list:u:3ufhkot1][/quote:3ufhkot1]
We’ve been planning to improve deck display of multi sound modules for a while, so thanks for the suggestions.

[quote="Skaven":3ufhkot1][list:3ufhkot1][:3ufhkot1]Right click -> Locate Wav in Audio Bin command in the multi/scatterer/single sound right click menu (opens the Audio Bin if not already open, and selects the corresponding wav there)[/:m:3ufhkot1]
[:3ufhkot1]Play button in the waveform view of the multi/scatterer sound, to test-play individual waves (to find and kill that one random variation that sticks out too much, and to test the volume and pitch settings of each wav).[/:m:3ufhkot1]
[:3ufhkot1]Are there plans to bring back the signal generators? (sine, saw, square, noise)[/:m:3ufhkot1][/list:u:3ufhkot1][/quote:3ufhkot1]
These are on our to-do list.

[quote="Skaven":3ufhkot1][list:3ufhkot1][:3ufhkot1]An LFO modulator to automate parameters would be handy (sine, triangle, ramp up/down, square, noise, smooth noise). [size=70:3ufhkot1]I thought I saw one already in an earlier sneak peek of Studio?[/size:3ufhkot1][/:m:3ufhkot1][/list:u:3ufhkot1][/quote:3ufhkot1]
I’ll leave it to [b:3ufhkot1]Gino[/b:3ufhkot1] to tell you about our plans regarding these.

[quote="Skaven":3ufhkot1][list:3ufhkot1][:3ufhkot1]Transition destination: Random marker. As in, jump to a random marker in the timeline.[/:m:3ufhkot1][/list:u:3ufhkot1][/quote:3ufhkot1]
We’re planning quite a few improvements to the current logic system, and adding the ability to specify random behaviour is high on the list.

[quote="Skaven":3ufhkot1][list:3ufhkot1][:3ufhkot1]Spawn Intensity is no longer there, and the Sound Scatterer intervals cannot be automated. What’s the plan?[/:m:3ufhkot1][/list:u:3ufhkot1][/quote:3ufhkot1]
The plan is to make the ‘Interval Between Sounds’ properties automatable and modulatable.

[quote="Skaven":3ufhkot1][list:3ufhkot1][:3ufhkot1]Sample length relative Start Offset (float; 0.0 = start of sample; 1.0 = end of sample), which could be applied to all wavs in the container with a single parameter.[/:m:3ufhkot1][/list:u:3ufhkot1][/quote:3ufhkot1]
Start offset was added to Studio only recently, and we haven’t yet fleshed it out with all the features that it deserves. We do plan to improve it, but there are a lot of other things on our to-do list, so it might take us a while.

[quote="Skaven":3ufhkot1][u:3ufhkot1]Bugs:[/u:3ufhkot1]
[list:3ufhkot1][:3ufhkot1]If I open a wav in an external editor, I cannot save it because Studio has a handle on the file. I’ll have to switch to another item to release it.[/:m:3ufhkot1]
[:3ufhkot1]After saving the modified file, Studio doesn’t refresh its waveform image of the file. At least not in the Audio Bin.[/:m:3ufhkot1][/list:u:3ufhkot1][/quote:3ufhkot1]
Thanks for the reports, I’ll add these to our bug tracker.

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Hi Sean,

All the features you listed are already available in FMOD Studio.

[quote:1qicnoo8]- Spawning (sound definition)[/quote:1qicnoo8]
This functionality is included in the sound scatterer

[quote:1qicnoo8]- Trigger Delays (sound definition)[/quote:1qicnoo8]
Trigger delay is inside Trigger Behavior section of the instrument options, under Delay & Quantization select ‘Time’.

[quote:1qicnoo8]- Granular synthesis[/quote:1qicnoo8]
Entries in the multi-sound playlist are stitched together sample accurately the same as ‘wait for previous’ play mode in FMOD Designer.

[quote:1qicnoo8]- Tremolo (I sometimes use this as a chopper effect in tandem with the Distance parameter)[/quote:1qicnoo8]
It’s in the effects under FMOD Legacy > FMOD Tremolo.

I’m not too familiar with the designer importing so I leave those questions for someone else to answer.

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UI suggestion for the backlog: automatically assign type specific colors to the trigger regions when added, so that it’s easier to tell Snapshots, References and Event Sounds, Multi Sounds and Scatterer Sounds from each other.

Also: Reference can be told from that small arrow icon in the corner of the trigger region. So why not also indicate Snapshots with a star icon (the same star you see in the Mixer snapshot list).

Scatterer Sounds could also have their own icon.

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Does this release include HRTF output? It was not implemented in recent preview builds and I have not seen it mentioned since.

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Coolness! :)

[quote="Joseph Harvey":1he2m999]I’m not sure what you mean by wav markers not being supported.[/quote:1he2m999]
I mean the sustain loop points, regions and markers supported in .wav metadata. You can add these in sample editors like Sound Forge or Wavosaur, and loop points are commonly used in musical instrument wavs, so I have a habit of using them in some sound effects too (example: servo motor winds up, then continues with a looping steady, all in one sample).

In Designer, if the .wav file had a sustain loop region in it, FMOD used them as Sync Points so that a wav could be looped from a point in the wav rather than from start to end.

I just tested it in Studio. Looks like they work to a degree:
– If you place a wav with a sustain loop on a timeline and extend it longer, it uses the wav’s loop points (ie the servo motor continues steady for as long as the trigger region runs)
– However, if there is a sustain point on the event timeline, the playback of time locked sounds stops
– If you play the wav from a multi sound, a sustain point doesn’t stop its playback, but it only loops the sample from start to end, not from the loop point

I can work around this by placing the wav inside an Event Sound and just stretch it to infinity. But it feels like a redundant step.

Basically what I wanted to do is a servo motor sound event that winds up and loops in one sample (easier to make it sound continuous, since a lot of source material is available like that), has a sustain point so I can keep the motor running forever if I want, then cue the sustain point to segue to a wind-down sound.

So I guess the fix for this would be that wavs inside multi sounds could use loop points, if present (and maybe Studio could indicate their presence somehow, so you can choose whether to use the loop points or not)

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Thanks, Peter. I see what you’re referring to now. It turns out that the exe name had changed for Studio since the last time I had tested it out, so I was actually still running an older version (due to my taskbar shortcut still pointing to the older exe). Sorry about that.

I’ll have to play with this version some more. So far it’s not clear to me how to do granular synthesis (I tried via a multi-sound module and a scatterer too, since the scatterer seems more analogous to how it was done in Designer). I don’t believe there’s an example in the examples project and I don’t see it described in the manual either. Maybe I’m just too used to how Designer works and not quite getting Studio yet.

I should mention that I submitted a crash report earlier, but I was still using the older version of Studio when that happened, so it was likely due to a version mismatch between the examples project and the older version of Studio.

Thanks again,
Sean

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[quote="Skaven":3m4w6gmp]UI suggestion for the backlog: automatically assign type specific colors to the trigger regions when added, so that it’s easier to tell Snapshots, References and Event Sounds, Multi Sounds and Scatterer Sounds from each other.

Also: Reference can be told from that small arrow icon in the corner of the trigger region. So why not also indicate Snapshots with a star icon (the same star you see in the Mixer snapshot list).

Scatterer Sounds could also have their own icon.[/quote:3m4w6gmp]
We will [i:3m4w6gmp]definitely[/i:3m4w6gmp] implement these suggestions! Believe it or not, all of these are already in our backlog in almost exactly the forms you describe. I suspect you might be psychic.

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Our modification of the Source Engine 2007 (Orange Box) currently uses FMOD Designer API. That is what Valve has integrated into the engine for mod developers to take advantage of if they choose to implement it into their mod.
Now that FMOD Studio is released, will this require a simple replacement-implementation of FMOD Designer API with FMOD Studio API? OR, does Studio API require Valve to perform an engine update to allow the ability to even use Studio?

This question can be cross contextual with any engine I suppose. My programming knowledge is at the moment insufficient.

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