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This thread is a rough way of communicating what’s coming up in FMOD Designer and in what order. This list is by no means complete and it [b:1hcs9po3]will[/b:1hcs9po3] change periodically so use it as a guide only! It is meant to be a quick look at what’s "just around the corner", not an exhaustive roadmap.

If you have any suggestions or things you’d like to see in FMOD Designer then post them here.

being worked on ([b:1hcs9po3]updated 22nd December[/b:1hcs9po3] Happy Holidays! :)):
[list:1hcs9po3]
[:1hcs9po3] Runtime memory/cpu optimisations[/:m:1hcs9po3]
[:1hcs9po3] "Effect" events. These can be attached to a category and the final mixed output of everything in that category appears as a layer in the effect event so you can apply dsp effects etc. to a whole category using FMOD Designer.[/:m:1hcs9po3]
[:1hcs9po3] More cut’n’paste functionality[/:m:1hcs9po3]
[:1hcs9po3] Multichannel streaming improvements – channel mix curves[/:m:1hcs9po3]
[:1hcs9po3] Undo/redo[/:m:1hcs9po3]
[:1hcs9po3] Interface improvements[/:m:1hcs9po3]
[:1hcs9po3] Events can have no parameters at all[/:m:1hcs9po3][/list:u:1hcs9po3]

Completed recently
[list:1hcs9po3]
[:1hcs9po3] More event properties are network tweakable[/:m:1hcs9po3]
[:1hcs9po3] More sound crossfade curves[/:m:1hcs9po3]
[:1hcs9po3] Sample rate optimisation[/:m:1hcs9po3]
[:1hcs9po3] Notes field for wave bank waveforms[/:m:1hcs9po3]
[:1hcs9po3] Override wave bank compression on command line[/:m:1hcs9po3]
[:1hcs9po3] More informative error codes[/:m:1hcs9po3]
[:1hcs9po3] MP2 support[/:m:1hcs9po3]
[:1hcs9po3] Added "music" category and removed "music" event property[/:m:1hcs9po3][/list:u:1hcs9po3]

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Cheers Jason, I’ll add that to our list.

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I mentioned this earlier, but I’ll mention it again because it’s come up in our design meetings several times.

I’d like a plugin that inserts a start delay for the layer the plugin is defined on. The delay should be a random value within a min/max range, in seconds or milliseconds (as long as the range can be fairly long).

This allows for a more complex and more varied use of a small number of sound definitions. By shifting sound definitions within an event small amounts of time against each other, things like crashes and explosions become much more interesting and far less repetitive, without the addition of more sample data.

8)

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I have the following requests, which I think would be deal-breakers for most audio professionals considering middleware solutions.

1 – Sliders to change values, rather than manual entry.
2 – GRAPHICAL EQ interface. This has been standard in pro audio software since at least the early 90’s.
3 – Graphical or at least partially graphical (sliders, knobs) editing of Reverb parameters. A virtual space interface with corresponding predelay, delay, roomsize etc., lines accordingly. For a reference see something like Waves Milleniumverb, or Waves Rverb’s interface.
4 – Metering (any) in the event editor view.
5 – Improved metering in the Surround Pan view (there are meters, but they are meaningless when there is no indication of db level on the meter bars).
6 – Minor gripe, but the redraw on the event editor view when you have stacked multiple effects seems to be broken – you have to ‘expand’ the bottom of the track to let everything fit in. Some way to collapse or expand these effects might be a logical solution.

Cheers..

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[quote="PeteWard":22g9ldp6][quote="NotVeryLoud":22g9ldp6]**FMOD FEATURE REQUEST **

It would be helpful to allow delaying the start time of an event by ‘n’ milliseconds. A simple text field under event properties would work.

Delay Event Start = ‘n’ milliseconds.

[/quote:22g9ldp6][/quote:22g9ldp6]

+1

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I’d be surprised if these hadn’t been mentioned yet:

  • really need some way to organize the wavebanks list. Folders like in the sound definitions list would be great!

  • if event templates could apply default properties to sound definitions in the events. For example, sound instances in events default to "loop and cutoff," but for our project we’d like them to default to "oneshot." There is currently no way to create a template that establishes "oneshot" as the default behavior for loop mode in new events and their sound instances.

Thanks for all the hard work guys. From what I can tell by talking to other sound designers FMOD keeps coming up as the best choice for most developers. We definitely appreciate your responsiveness on these forums. Keep the features coming!!

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[quote="Skaven":2x0ejywp][quote="AnimusSonitus":2x0ejywp]As an example, I have about 20 torches all sharing a single event in one scene. Because they all start at the exact same time, I only hear one torch, since the streams are synchronized.[/quote:2x0ejywp]
If the torch sound is a short looping sound, a delay could make the torches sound like psychaedelic dub reggae with lots of tape delay. Here’s a couple of other things you could try:

Give the torch sound a Pitch random. This will turn the flange into a chorus. :)

Another thing to try, would be to slice the torch loop into a few short cuts (cut at zero cross), and play them back in random order using the "Sentenced" playback mode. This will make it less likely for two torch sound bits to overlap.

Third: give the torch sounds a small Falloff, so that you just hear one or two nearest torches. If it’s a piece of wood burning, it’s not really that loud, anyway. And if it’s a big bunch of torches bundled together, just place one sound in the center of them.[/quote:2x0ejywp]

These are all great ideas. Thank you very much for the suggestions.

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Hi,

[quote="jonhallur":1hmg3q11]1. The ability to sync to n bars instead of just bars/beats (maximum is now every 4 bars, using 16/4 timing and selecting just the first beat) (afterthought: actually by halving the bpm you can get 8 bars, which services my need, but the idea isn’t that bad)[/quote:1hmg3q11]

This is a good point, we’ll look into it.

[quote="jonhallur":1hmg3q11]2. Music files as sound definitions, with weight, percentage etc, to be able to randomize musical content. Would be useful for the way I see my usage.[/quote:1hmg3q11]

Yes, we’re planning to add randomisation features in the near future, one of which would be multiple sound files for a segment with randomisation between them.

[quote="jonhallur":1hmg3q11]3. Allow .ogg as a compression format.[/quote:1hmg3q11]

I assume you mean creating ogg-compressed FSBs? We don’t plan to support this in the near future, as there are memory usage issues with ogg decoding.

[quote="jonhallur":1hmg3q11]4. The ability to load and save themes, for those ultra complex routings.[/quote:1hmg3q11]

This is an interesting idea, but I’m not sure precisely how you would use it. Would you load a standard theme setup and then replace the sound files that the segments use? Also, we plan to support merging music data from one project into another, so this may be a way to do what you want (you could have a project with a single theme in it, and merge that into your target project).

[quote="jonhallur":1hmg3q11]5. Global BPM or BPM relations between concurrent themes. (a running sequencer in background)[/quote:1hmg3q11]

I’m not quite sure what you mean by this. Do you just want a display of the current global BPM, bar and beat position?

[quote="jonhallur":1hmg3q11]6. Debug output for the music player or some sort of information to find out what you might be doing wrong when your "logic" isn’t going the way you planned.[/quote:1hmg3q11]

We have plans for extensive music auditioning features in Designer that should be a great help in debugging your composition logic. These features will be added in the near future.

Thanks for your input,
Ben

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Would like to see:

-Stereo in 3D support with ability to determine stereo width based on distance.

-Ability to use logarithmic, linear or S curves in the track view.

-Ability to reorganize events in the event group.

-Ability to jump to a point in a wave and not always start it from the beginning (is this already possible?)

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First – thanks for the "Start when finished" start parameter. There’s a bunch of happy sound guys over here. :)

Some other things that have come up:

1) More than 10 divisions in the Parameter grid. I’d like to see it split into logical division based the maximum parameter / divisions.

1a) A big added feature would be the ability to set Parameter as an INT, so we can parse table indexes and the like as parameters.

ie: If I have 13 values in a table, indexed 0 to 12 – I want my parameter grid to start at 0, end at 12, and have 12 divisions on a grid size of 1. Now I can build my events on the INT and when that is called from the table, I’ll play the right sound. Currently if I do this, even if I set my grid size to 1, my grid lines end up as 1.2, 2.4, 3.6, etc.. 12.

2) Add options "steal farthest away" and "steal closest" to 3D sounds

3) Add ability to set the Color of effect envelopes.

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Hello — I just have a minor feature request. I’m calling fmod_designercl.exe as part of my asset build script, parsing the output logs to check for build errors. It seems that fmod_designercl.exe generates a pile of helpful status messages while it’s building, and it’s making my log parser’s life rather difficult :). I would greatly appreciate a "quiet mode" switch I could pass that would disable all console output (except error messages, of course). Would that be possible?

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I don’t know if this was mentioned or not, but it would nice if designer saved current project after clicking build (like visual studio for example).

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Hi,

I spoke to Andrew on a thread earlier on adding Sample Offset as a FX in the Event Editor to be able to modulate sequences of sounds in time. Is this to be added to the list, or does this pose a problem?

Best

M

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[quote="ssnyder":29av5c17]I’d like a plugin that inserts a start delay for the layer the plugin is defined on. The delay should be a random value within a min/max range, in seconds or milliseconds (as long as the range can be fairly long).

This allows for a more complex and more varied use of a small number of sound definitions. By shifting sound definitions within an event small amounts of time against each other, things like crashes and explosions become much more interesting and far less repetitive, without the addition of more sample data.

8)[/quote:29av5c17]

I agree…
This is #1 on my wishlist/NEEDlist as well.
Any chance of this getting into the Designer soon?

Please?

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[quote="oroussel":8b1totlm]Hi,

1) I do not undestand where I am supposed to post feature request (in the forum, in the wiki now ?): could you say which way is better for you ?

2) so here, a feature request:
would it be possible to get an eventParameter property that indicates if this parameter has a sustain point defined in it ?
(we’d like to have some automatic treatment applied on event with such parameters. May be something returning the number of sustain points defined for a parameter, to begin)

Thanks.
– Olivier -[/quote:8b1totlm]

You are free to add your suggestions and feature requests here or the wiki. I will compile all suggestions made here to wiki, so you are covered either way!

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An "automatic" parameter for "3d velocity" just like there is for "3d distance".

This could be really cool to exaggerate doppler effects on some sounds, or also to automagically create engine noises for moving AI vehicles, etc. The possibilities are endless….

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Need some way to organize the Wave Banks and Sound Definitions trees with folders.

It would also be useful in large projects (like mine) to be able to right click on a selected event or event group or group of selected events and say "Look at used wave banks" which would show (say, in the Wave Banks tab) which banks are used by those files. And the same option for Sound Definitions would be useful as well.

And lastly, a Wave Bank optimizer would be useful. All the sounds used by group A and only group A are put in WaveBankA. Sounds used by A and B are put in WaveBankAB or are simply put in individual banks. Sounds used by B are in WaveBankB. Is something like that feasible? Useful?

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hi guys,
Thanks for the ideas, i think we’ll try to put in a start delay as a sound definition parameter first, then look at some effect thing later. We can probably slot this in for the next few weeks.

We’re hiring more people at the moment so it might be possible to get some of these outstanding feature requests in quicker, at the moment we have a backlog of stuff :)

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Hi Ben,

Thanks for the ultrafast responce time down there.

For 1. I actually found a workaround, since my BPMs are very even numbers I just halved the tempo to get the required time. (and halved again to get even longer sync times)

For 2. The way we are using this today is as follows (custom made system). We have a bank files in a playlist which gets played from randomly and when the engine sees that a given track is about to end, it will crossfade into the next track, BPM syncronized. That gives a nice flow of music with out looping and with the BPM synced crossfading you get the feel of a neverending track. (which other muscial elements could be built ontop of)

As for 3. I’m sorry to hear that, we’ve been using just .ogg for the game and .mp3 is unusable for stiching (I allways get some hickup on the transitions) .mp2 works like charm though (ADPCM is not good for hihats and other hight pitched sounds), perhaps I’ll use .mp2 in the future. Does anyone know about the licensing for mp2 decoder.

I remember about reading about it at one time during my DVD ripping days that the official fraunhofer mp3 codec had a flaw where the compressed file would be somewhat shorter than the original (frame loss ?) but google didn’t grace me with finding that now. But since you are using lame (I at least saw some lame .dll in the program folder) that shouldn’t be an issue.

For 4. Yes merging would solve what I had in mind. (the ability to be able to configure something new without having all the content in your game loaded. For quicker auditioning times)

  1. This was just a stupid user misunderstanding. I didn’t get this to work, but looking at your example file I was able to get my music to sync up. But having a beat counter in the FMOD Music Player isn’t a bad idea though.
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[list:2m7yhmwz][:2m7yhmwz]Ability to add a “master layer” to an Event, with master effects that apply to the entire event[/:m:2m7yhmwz]
[:2m7yhmwz]Ability to add effects to entire categories, even the Master category (for example, a master reverb for game environments) with their own parametrized effects that can be edited in the Event Editor. These would require the addition of Global Variables.[/:m:2m7yhmwz]
[:2m7yhmwz]Global Variables – variables that may apply to all events and automatically appear in all of them (example: “RainStrength”, a variable controlled globally by the game, affecting multiple sound events).[/:m:2m7yhmwz]
[:2m7yhmwz]MaxPlaybacks limit per category[/:m:2m7yhmwz]
[:2m7yhmwz]Improved UI for editing the envelopes (for example: double click to add point, select and press Del to delete it)[/:m:2m7yhmwz]
[:2m7yhmwz]Improved UI for deleting layers and waves from events (select wave or layer and press Del)[/:m:2m7yhmwz][/list:u:2m7yhmwz]

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Either a new start mode called "Start Delay" or something, allowing you to delay a certain amount of time (in ms) before starting the sound def. This would also be effective as a layer effect.

Have a random range of start delay – ie: "delay between 1 and 8 ms on Play" – would allow more complex sounds to be dynamically created within the FMOD environment. If start delay was a layer effect, then start delay value could be set with an envelope.

–Scott

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