Hi all. I’m looking to minimise an .fsb bank size on a mobile project. The sound designer has supplied some musical notes to be played at certain points in gameplay, so there’s a sound def that currently has contents akin to:
[code:ohtvt2vt]Sound Play percentage
Now, it occurs that I could cut that down to just one .wav, re-pitched to different notes. The problem is that I can’t just use straight pitch randomisation, as these are carefully chosen notes in a particular musical key. So what I’d like to do is use the same sound file multiple times in the def, but with a hand-crafted ‘pitch’ value for each, to match the original note wavs as closely as possible.
I can’t seem to get this to work in FMOD Designer. I tried to add note_01.wav multiple times, but Designer seems to expect every sound file in the def to be unique.
I quickly tried on FMOD Studio, where it appears that it [i:ohtvt2vt]is[/i:ohtvt2vt] easily possible. However, the team would like to stick with FMOD Designer if at all possible. Is what I’m describing achievable in Designer?
- LaunchingPadTim asked 5 years ago
Thanks for the quick response, Joseph. The primary platform is iOS, so in general, CPU and memory have [i:1gyog56s]both[/i:1gyog56s] been at a premium. 😉
That said, it seems to be RAM that we’re grovelling around for the most. A small(-ish) CPU hit may well be an acceptable trade-off. In terms of CPU use, how expensive is a straight re-pitch (not a DSP pitch shift)?
- LaunchingPadTim answered 5 years ago
It’s not something you can do inside an FMOD Designer sound def, no. As you have observed, switching to FMOD Studio would allow you to do it.
However, all alterations to audio made in FMOD Designer are non-destructive, and therefore consume CPU at run-time. I don’t know the specifics of your project, so I can’t say for sure, but CPU is more valuable than memory on most platforms; We generally recommend pre-baking pitch adjustments into your audio files over applying pitch adjustment at run-time, since it’s usually the safer bet.
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