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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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Currently most useful features for me would be:

  • to copy the complete path of an event (to paste it where i need it)
  • Only one step of undo would be great (for accidentally deleted stuff)

BTW, great work guys, keep it up!

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[quote="brett":5bppco4t]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.
[/quote:5bppco4t]

Hi Brett.
Any idea when we’ll be getting this?
Is it close?

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Hi,

[quote="jocorok":2kak7utb]Were you guys thinking of adding a batch builder? We use different projects for every level and/or language (localization) which makes lots of opening files, clicking and waiting. It would be a nice simple feature that would make our lives easier :>
[/quote:2kak7utb]

We don’t currently have any plans to add a batch builder. Using fmod_designercl in conjunction with your own script is a fairly quick and easy solution to this problem.

[quote="AnimusSonitus":2kak7utb]
Have you considered writing one on your own in the meantime? I’m a total Python novice, but I managed to put together a program that lists all my FMOD projects in a GUI and lets me choose various compiling options for the command line after I multi-select which FDPs to compile. It then writes a BAT file and executes it. It took around 130 lines of code, and if I can do it, I’d imagine you could too.
[/quote:2kak7utb]

[quote="audiodev":2kak7utb]Yeah, we too have had great success whipping up some simple Python scripts for audio builds. We have some extra hoo-ha to integrate with Perforce our Python based build system, but the the core idea of finding fdps and processing them with fmod_designercl.exe is really quick to write.[/quote:2kak7utb]

If anyone feels like sharing their awesome batch-building script with the community, the FMOD wiki ([url:2kak7utb]http://www.fmod.org/wiki/[/url:2kak7utb]) is a convenient place to do it :-)
Perhaps adding a section to [url:2kak7utb]http://www.fmod.org/wiki/index.php5?title=Designer_%28Tool%29[/url:2kak7utb] would be the way to go.

Thanks,
Ben

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[quote="crouton":136nij3o]1. It would be really handy if the "FMOD Engine Designer" system (select it from the menu and use it to dynamically change rpm and load parameters) was available for any sound i.e. it reads the parameters you’ve set for the sound and creates a slider for each parameter. Saves me naming the parameters rpm and load just so I can test it easily ;)[/quote:136nij3o]

Amen Crouton!

I’d like to be able to select multiple sound instances and change their properties instead of changing them one at a time. If I import multiple loops to create an engine and they default as oneshots it gets tiring changing each one to looping by hand.

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[quote="Knucklesound":186ywil5][quote="ssnyder":186ywil5]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[/quote:186ywil5]

I’d love to get this as well!
I was just looking for a way to do exactly that.[/quote:186ywil5]

This would also extend the usefulness of sound events that are shared by multiple in-game objects. 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. On occasion, one or two will be slightly delay in loading, resulting in a very odd flange effect. If I had a way to have each start at random, it would sound like multiple torches.

In fact, if there were a feature/property that instructed a sound definition to start playback of its wavetables at a random time position (so that one starts at 0:05.04, another starts at 0:01.25, and another starts at 0:23.28), that would be an even better way to handle multiple objects sharing the same event. This would prohibit shared events from synchronizing their sound defs without adding a silent load gap with looped material.

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  • randomized panning for 2D sounds
  • changing position each time a sound is spawned

cheers,
Templar

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FMOD Designer Feature Request

Would it be possible to add a basic log file output to the profiler?

I’m currently benchmarking FMOD CPU usage for playing sounds at different sample rates. The Profiler tab currently gives you a nice first glance at what the costs are, but I’d like to graph them out in a spreadsheet and use the actual figures I’m seeing, not to introduce a judgement error in this process.

I’m taking into account the mixer sample rate, data sample rate, active voice count, average CPU% and Peak CPU%.

Being able to have the item of the graph control dialog box out in a nice text file would really help me in this task.

Thanks guys,
Fred

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We’ll be adding these features over the next few months. I don’t have any exact dates for you at this stage.

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[quote="Skaven":2c8xh785][quote="ssnyder":2c8xh785]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:2c8xh785]
I agree with your point, but you can already do delays with a parameter that has a velocity. Such parameters slide through the event and trigger sounds along the way as they proceed. The slower velocity you give to the parameter, the longer the delay.

Tough, the delay is not random. But: what if, instead of plugin, it was a parameter in the sound definitions? (Initial Delay, 0 – xxxx ms).[/quote:2c8xh785]

i originally thought a sound def random delay parameter would be great, but if we had it as an effect, it could be combined with the velocity and layers, to allow, say, 2 sounds on the same layer to be randomly offset from their original position, using a min/max parameter.
as a way to achieve this,(haven’t tried this yet) we thought of using a paramXX as a layer property, and having the programmer speed up/ slow down the velocity on that param in-game, but doing it that way would be more work for him, and i wouldn’t hear the results till i got it in the game.
the sound def route would be ok, but it would globally affect the definition, and i’m sure many people reuse the same sound defs in several places, and don’t always want the same randomness. (i could just duplicate with a new name as a work around, i know.)
so i guess what i’m saying is……..i’ll take whatever i can get….

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[quote="DLawson":q2apm55s]Feature Request: (Pretty sure this doesn’t exist already)

In game, a way to load Event Project files from an in-memory location rather than reading from an explicit .FEV file. This would make project loading similar to FSB loading, where you already have the choice to get at them from an in-memory location or from a file.

This is to support engines that have their own pre-loading solution for all resources. Would be particularly useful when loading several projects in burst.

Thanks!

-dpl[/quote:q2apm55s]

Yes, I would like to have that feature added to, if possible. Specifically,
if EventSystem::load( ) could have an overload that takes a memory location and a file size, that would work great for us.

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Undo’s been implemented and is currently in test. It’ll go out in dev branch Designer in a few weeks.

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Recent files list in ‘File’.

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Would it be possible to add new sound definition types, to give more control in the event editor. For example, if I want to stop a sound right now, my programmer has to do it, but if I could set up an 2 events: 1 with a sound definition playing a loop file, called StartLoop, and the other with a sound definition that says "stop <sounddef name>" called StopLoop, I could do these tasks myself. This could also open up a whole slew of new, powerful features for FMOD. Other commands such as pause/unpause, mute/unmute, even changing game parameter values could all be done by the designer with minimal external work.

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Hi,

it would be great to have more flexible events categorization.
At the moment event could be in single category only. Sometimes it is useful to put event into two or more categories. Like instead of putting e-mail in one folder – ability to put several tags on it like in Gmail.

Example: Current categorization works fine when we divide events on "game events" and "in-game pause menu events". It allows us to fade off all game events when pause button pressed.
But when we want to apply some effects on chosen sounds, like apply lowpass and psychedelic reverb when we are close to death on all events that does represent further health reduction. And there is another effect like when coming into stealth mode, increase volume on footstep events, decrease all ambients.
There could be such event subsets intersections, which requires not beautiful and confused categories hierarchy

Sure, it could be done by separating them in small categories on the same level, and then apply effect on several categories in a program. But that requires large work on events categorization, and it would be good to have this functionality in FMOD designer to allow sound designers manage with them.

One of possible UI solutions for that could be: on dragging event from folder to another folder in categories view on right click, there is a popup menu of two selections "move" and "clone". Cloned event presents only in categories view and does not appear in any other. When there is a cloned (symlink) on the event, it’s icon in categories view could be changed a little, to get attention that it exists in several categories.

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Point taken – multiple select for sound instances would be handy. Incidentally, for the example you gave you could set the "Default sound type" to "Looping" in the "Edit->Preferences…" dialog before importing your engine loops.

Cheers,

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Hello,

I’m just beginning to use FMOD Ex designer (for evaluation for our needs) and I’m surprised not to find :
– undo editing event (I have seen that, for example, there is a question to confirm layer destruction, but error is human … and I did not see the same thing for effect ?)
Is’nt this feature useful ?

  • play all the sequence of an event. I mean : I have built an event with 2 sounds one after the other one. When I clic on play button, I need to move the cursor line to ear the sound at a specific time : that does not give a real idea of what will be the sequence when played.
    I’m wrong ?

Thanks.

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Hi,

[list:1yri3q2w]* Yes, a default value for a parameter should be useful
* Would it be possible to make the event player "connectable" by the designer ?
* Would it be possible to have a hierarchy of templates (I mean a template that add some propertie values to another template) ?
[/list:u:1yri3q2w]

Thanks,
– Olivier –

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[quote="fredsifu":34j76fex]FMOD Designer Feature Request

Would it be possible to add a basic log file output to the profiler?

I’m currently benchmarking FMOD CPU usage for playing sounds at different sample rates. The Profiler tab currently gives you a nice first glance at what the costs are, but I’d like to graph them out in a spreadsheet and use the actual figures I’m seeing, not to introduce a judgement error in this process.

I’m taking into account the mixer sample rate, data sample rate, active voice count, average CPU% and Peak CPU%.

Being able to have the item of the graph control dialog box out in a nice text file would really help me in this task.

Thanks guys,
Fred[/quote:34j76fex]

We do plan to improve the profiler to include a history so you can scroll back and see what happened in the past, and be able to save it to a file (maybe xml)

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OK, good to know they are close… driving me crazy… SOLO to pair the existing MUTE would be nice also

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beat me to the submit ^^^

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