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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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How about a new pulldown list of languages in the Build dialog that has translation targets, and a boolean property added to each sound Sound Definition entry that specifies "language specific" true or false. With the checkbox enabled it appends an additional subdirectory to the Audio Source path that is the target language name.

IE:

C:\BlasterGameSounds\English\PlayerGreeting1.wav
C:\BlasterGameSounds\French\PlayerGreeting1.wav
C:\BlasterGameSounds\German\PlayerGreeting1.wav

If the file doesn’t exist on build of a specific language (say German), it looks instead in a "default language" folder defined in the project options dialog (say English). Would be a cheap way to provide multi-lingual support.

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A couple of small but very important features would really help us out:

1) Being able to give a positive value to volume on a per event basis (and on a per category basis). Like any sequencer or multitrack audio editor, having the freedom to go above 0 dB is imperative

2) Having the pitch settings displayed in semitones and cents as opposed to an octave percentage. This can be very frustrating since an octave is split into 12 semitones and the values in Designer are 0.00 – 1.

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TapeMaster – I agree that would be a good feature to have at a high-level of the event system.

In the meantime, while a little involved, there may be a way to accomplish what you seek at the low-level through use of event user parameters.

Add a user parameter to all of the associated events, for instance a parameter named Health. Next, inside each event with a Health parameter, set up the desired effects and automation curves tuned for the near-death end of your Health parameter range.

By this method many events can be setup to be controlled all at once by the game dynamically changing the value of the Health parameter globally on all event instances. Those events without a Health parameter ignore the change, while all events with a Health parameter are gracefully shifted into their individually tuned near-death effect mode.

In this manner, you can drop concern of tracking which events are loaded or not which would need to be updated. You are also free to add as many other user parameters as needed and their intersections across the domain of events can be totally arbitrary.

Obviously this method becomes prohibitive when there are lots of events and a need to use the more cpu-hungry dsp effects, but for simple stuff like volume and filter, it works very well across hundreds of events.

Hope that helps
-jason

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It would be cool to be able to export sound events on their own and open them up in a different fdp. This would be useful when trying to share complex event behaviors between similar fdps without rebuilding them from scratch. Obviously if they are referencing different sound definitions then that will have to be addressed.

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[quote="oroussel":vk5xhxj1]- 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.[/quote:vk5xhxj1]

hi,
i’m new here too, but i’ll share what little i know.
in the designer, the values you use in the parameter will determine how long the event plays for…
to play a short sound after a short sound…try this.
in the Event editor page, right click over the param00(primary) and set the velocity to 1.0.(the cursor will travel 1 unit per second)…set the range to min=0, max= 10. (that’ll be 10 seconds)
ruler spacing=1.0.
place the sounds in the layer(try at 0 and 5), and hit play.
not sure how the seek speed affects things yet…
hope this helps a bit.
good luck.

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This is a old request, but it was not ever linked from this thread. I still would use this if it existed.

http://52.88.2.202/forum/viewtopic.php … ght=#26010

Short version is that it would allow an event parameter to determine which waves can play from a sound definition.

cheers
-jason

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Hey!

It would be really useful to have some more user-friendly stuff like search definitions, banks, events…
Or when you click on definition it shows in which bank the sounds are in what events they are used etc…

It gets really hard to track everything on large projects…

Keep up the good work!

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I’d love a way for Designer to be able to scan the current project and tell me how many events and source audio files are currently being loaded.

That’d be great for some memory footprint analysis…

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[quote="Skaven":1gsmbuz3]
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.
[/quote:1gsmbuz3]

This doesn’t actually work for a one shot Explosion or Crash. Since there is only one trigger event, even having a velocity parameter would only serve to play the sound defined at that velocity point, and if there was nothing, then no sound would play.

I agree that using a velocity type parameter would work for continuous sounds, but not for a one shot, which is where we are hoping to use it.

And – what Knucklesound said. 😉

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I saw a feature schedule sticky effectively saying you’re going to be able to apply effects envelopes to an entire event. This is nice, but what would be even better would be to in addition be able to select an entire effects envelope (points and all) and copy paste it to another layer(s). At present it’s a bit of a fine art rather than a science to get your curves to match over multiple layers. Also – to copy and paste layers, but I seem to recall reading you’re already implementing that.

Cheers,
Ringmod

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Ideally what I’m looking for are some volume ducking features, but the following may be more feasible in the near future and would help alleviate some need for ducking:

I often run into situations where an event can trigger in the following ways:
A) once
B) twice or more simultaneously
C) twice or more near-simultaneously

This causes me to have to make some tough choices when it comes to setting the Max Playbacks. If I set Max Playbacks to >1, then situations A and C will be fine, but B will cause ugly volume spikes. If I set Max Playbacks to 1, then situation B will be well controlled, but C will sound choppy/ugly (due to the 1st instance of the sound getting cut-off).

Right now, I have to decide which situation(s) is more likely to occur and pick my Max Playbacks accordingly. However, the following feature may help this problem, although maybe there’s a better solution:

What if we could have multiple Max Playback settings per event (say 2 settings) that would effectively allow the Max Playbacks to increase/decrease based on how long it’s been since a Playback occurred. For example:

Max Playbacks = 1, if <200ms has elapsed since the last playback
Max Playbacks = 2, if >200ms has elapsed since the last playback

The sound designer/integrator could look at the sound in question and decide when the sound is effectively in its release tail and therefore pick a ‘blackout’ period where only one Playback is allowed (so that volume doubling/spikes can’t occur). Then once this ‘blackout’ period is over, a 2nd Playback would be allowed, and the 1st Playback would be allowed to finish, thus preventing the choppiness that comes with setting max playbacks too low. For this feature, I’m not quite sure how to deal with events that need more than 2 playbacks, since the ‘how long has it been since the last playback occurred?’ logic may get messy, but I assume the Firelight guys can determine the best way to handle this.

If this situation were to be handled with volume ducking instead of max playbacks, then I’d be suggesting that the volume of the same event be reduced by a sound designer defined amount if it’s been < Xms since a Playback of the same event occurred. Settings could also be defined for how much to reduce the volume of 3rd, 4th, 5th, etc. playback if it were to occur within the same time window.

I assume the problem that I described is nothing new, so maybe there’s another way of dealing with this that I’m not aware of?

Thanks,
Sean

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Option under the "Edit" menu for "Alphabatize Entire Project"

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  • I think it’s been mentioned before but the ability to add folders within sound banks for better organization

    • updated (and completed) documentation. (It’s been almost a year since the last update, and whole sections are still blank).

    • as mentioned above, additional events to stop, pause, and control sounds in ways that free the sound designers further from programmer dependency

    • better integration between systems such as the surround panner and the event editor. I should be able to control the time and draw a path in the surround panner window and see that curve propagated into the event editor, rather than having to click a point in the surround panner, click into the event editor, move the time line, go back to the surround panner, click another point, and repeat.

    • another one that’s been mentioned before, an integrated engine designer within the Event Editor which would be customizeable based on the parameters assigned within the editor. (The sliders seem to be a more accurate means to test changes in sounds over time, and it can be rather finicky and frustrating trying to grab the timeline cursor).

    • a means to stitch sounds (perhaps using multiple sustain points, which can be triggered by other events or parameters other than just a key off)

    • a "recent projects" listing in the File menu

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Jason,

I agree that it could work.

But events that I supposed to be affected, are the most part of all events in the game. It is really hard for sound designers to add parameter and effect curves to all of them individually one by one, and then keep in sync all existing and new events.

Your solution makes sense in case of small number of affected events. But I would like to use it on 70% of all game events…

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Good idea Adam, that’s actually already on our list. I’ll bump the priority.

Cheers,

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Hi,

Oh I did’nt realize the meaning of this parameter "Velocity" : much clearer now.
Thank you very much.

Now I’m playing with units in ruler and real duration of sounds to have something useful for code execution (I’m also coding a test dialog to play the events I’m designing).
Regards.

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Fmod Designer feature requests are being compiled here:

[url:277vfsz0]http://www.fmod.org/wiki/index.php5?title=Designer_feature_requests[/url:277vfsz0]

Feel free to add requests even if they are just titles (stubs). I’m happy to format any wiki entries made.

The major of these features will be targetted towards FMOD Designer 2.

cheers,
Templar

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In the 3D Audition modal window, it would be nice to be able to input an X and Z coordinate by keyboard entry. I had an instance where i needed to hit an exact dB level when exactly 4 units away, and it was quite difficult to drag the little red dot to exactly x = 4.

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end a looping sound when a one-shot completes
:)

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[quote="ssnyder":3lw33s7n]This doesn’t actually work for a one shot Explosion or Crash. Since there is only one trigger event, even having a velocity parameter would only serve to play the sound defined at that velocity point, and if there was nothing, then no sound would play. [/quote:3lw33s7n]
I meant, if you create a parameter (you can name the parameter "Time" if you will), and give this "Time" parameter a Velocity, the parameter will actually increase at a set velocity and trigger all events along the value range as it passes them. This can be used to create timed effects. The slower velocity the "Time" parameter has, the longer the event is.

See the earlier pages in this thread on how to do it.

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