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! :)):
[: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] Interface improvements[/:m:1hcs9po3]
[:1hcs9po3] Events can have no parameters at all[/:m:1hcs9po3][/list:u: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]
in no special order,
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)
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.
Allow .ogg as a compression format.
The ability to load and save themes, for those ultra complex routings.
Global BPM or BPM relations between concurrent themes. (a running sequencer in background)
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.
Having a file explorer window on the bottom third of the screen where we could drag and drop files into definitions and events would speed things up (like what Sony ACID and Vegas has).
Also, a tickable option that would have the designer tool group source files into one sound definition using file naming conventions would save a tremendous amount of time.
For example, if I have these files:
…it would notice that all the characters except for the last one are the same, so they would get grouped up in definitions named "str_body_foot" and "gte_gren_exp" respectively.
Edit: I should be more clear. This grouping would perhaps occur when multiple files were drag-and-dropped into the Sound Definition page. It could also perhaps be in the right-click context menu as "Group by name". There would be a setting in the Preferences menu to determine how many trailing characters it uses to group the files.
got it thanks. That’s quite a difference! Some other usability issues which would be nice to address:
have FMOD remember size and positioning of the Designer window when it was last closed (it’s currently opening really small every time on a 1600×1200 display)
easier/more responsive means to resize layers in the Event Editor (once more than one effect is loaded on a layer, rather than clicking anywhere in the bottom of a layer to get the resize arrow, you can only get it by clicking on the bottom left)
easier/more responsive means to add and move points (it can take multiple right-click attempts before the "add point" shows up in the contextual menu. I get the "Add sound" menu about 40-50 percent of the time).
-when adding sounds to a Sound Definition, have the tool remember the last directory and point there rather than C:\Program Files\FMOD SoundSystem\FMOD Designer\examples
- broodley answered 10 years ago
I’m a late tack-on to this discussion, but I absolutely love the way it’s trending…
The above idea sounds very much like a separate category for "states", which are kind of like templates combined with parameters..
So for example, you could have multiple events across multiple categories, but if the game enters a particular "state", selected events (which are flagged to respond to that ‘state’) will be affected by the ‘state’ preset.
I think the low-health example given above sufficiently demonstrates how useful something like that could be.
At present we’re doing a similar thing, but we’re using a single parameter (sort of like a "special event" param), which then has to have each event edited with fx and whatnot accordingly.
It would be far more efficient, for example, if you wanted a batch of events to be affected by multiple "states" to do it this way. That way you can, for example, gradually apply blanket lowpass EQ on a series of selected events that are flagged to respond to that ‘state’. Saves a lot of time not having to edit each and every one of those events, or to use a template – which I find a bit flaky because I mess up fairly frequently with "apply template changes", and there’s no und…. well.. yeah, it’s inelegant..
I for one would love to see these kind of features discussed here..
Have the ability to "detach" any of the tabs and rearrange them on your screen as you see fit. I’d like to have the sound definition, events, and event editor up on the same window (or spread across multiple screens) at the same time so I can drag and drop from one to the other.
- themightyzq answered 10 years ago
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.
[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.
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.
[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,
- Guest answered 9 years ago
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!!
- Memery answered 10 years ago
[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.
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?
- cort answered 10 years ago
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?)
- Anonymous answered 11 years ago
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.
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)
– 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!
- templar answered 9 years ago
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….
Please login first to submit.