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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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Are there any plans to add fileuploadfield to Designer?

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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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[quote="templar":s2qajifr]Feature Request: Improved granular synth feature. Allow the sound designer to place loop markers within a single file to indicate the ‘grains’, rather than cutting the files into smaller pieces.[/quote:s2qajifr]
Awesome. +1

Random seeking within sample (with in/out ramps) could also be useful. You could create an endless non-repeating water lapping sound from a relatively short loop with this, for instance.

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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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It was on the feature to do list 5 years ago and still no undo for FMOD Designer in 2010. There are many other things the designer needs but one of the benefits of using computers is the ability to undo and redo and you might want to consider this feature again before the world ends in 2012 :)

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[quote="BananaRaffle":3jesch3a]14) The fdp.bak file should not be modified unless the project has actually changed. Otherwise, hitting save twice in a row results in a useless backup.[/quote:3jesch3a]
This has been fixed in the latest release of Designer.

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Feature Request: Improved granular synth feature. Allow the sound designer to place loop markers within a single file to indicate the ‘grains’, rather than cutting the files into smaller pieces.

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While we’re at it, acceleration, too!

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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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[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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Designer usability requests and bugs

I haven’t read all the pages of this thread, so I apologize if this has been covered. I’m using version 4.25.02 on OSX.

1) Don’t auto-scroll the Event Hierarchy tree view when a new event is added. It makes me have to constantly scroll up to right-click on the group to add the next event. It might be acceptable if the view centered the just-added event rather than moving it to the top of the window. This only happens when there are enough items in the hierarchy and scrolling down is possible. This applies to the Sound Definitions hierarchy too.

2) Make "Sort alphabetically" work on all selected folders rather than just the last one selected. Also, there’s no way to sort the root folders except by dragging them.

3) Make Edit->Clean Project display a confirmation dialog before it actually modifies the project so we can see exactly what will be removed from the project before it’s too late.

4) Don’t automatically expand the entire Sound Definitions tree view when a file is added (via drag-drop) to a definition. Don’t expand anything, in fact. This only happens when the other items in the tree view were collapsed at a root folder that contains an expanded subfolder. If you need more clarification, let me know. This applies to the Sound Definitions hierarchy too.

5) The Event hierarchy should be visible in the event editor pane.

6) The "New Sound" dialog when adding a sound to an event layer should come up in the exact same state it was in when it was last dismissed (i.e. folders expanded the same way and scrolled to the same position.

7) It’s not possible to drag an item and make it the last item in a folder.

8) It would save me a bunch of time if there were a view that displayed the Events hierarchy and the Sound Definition hierarchy next to eachother so that I could just drag Sound Definitions to Events. Doing that should either prompt for an action on drag finished (new layer, add to layer, etc) or switch to the Event editor tab for that Event (and allow dropping the sound onto a layer or onto a "new layer" action somehow).

9) Same as #8, except for dragging from Wave banks to Sound definitions.

10) It should be possible to right-click a Sound definition and "Create event". This could go in place of the "Go to event" option on the context menu. The event should have the exact same path as the sound def, and any folders that don’t exist should be created as necessary.

11) Move the project properties window out of the Events pane and into its own pane. The event properties should fill that part of the view. Once you set up the project properties, you don’t need to edit them and that’s just useless space. Alternately, allow that splitter to completely hide that part of the view.

[i:2aqpc472]Regarding all the pane-related items: A superior solution, IMO, is to just make all the panes dockable so they can be arranged on the desktop however we want.[/i:2aqpc472]

12) Undo :)

13) The default sound type should be Oneshot, and the default event "Oneshot" property should be yes.

14) The fdp.bak file should not be modified unless the project has actually changed. Otherwise, hitting save twice in a row results in a useless backup.

(edit: consolidated my posts. I’ll update this post if I have any more wish lists :) )

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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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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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[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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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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[quote="NotVeryLoud":12b77pwe]**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:12b77pwe]

I’d like to have this as an option on the spawn times for sound definitions as well: delay first instance by ‘n’ ms.

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**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 recently created a complex, multi-layered event, using the cycle parameter, and it does not sync up with the in-game animation. It starts about 300ms too early. There is no practical way in FMOD to delay the onset of event playback.

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Hello Fmod team,

A little feature, I wish I could copy/paste the path written in white below when I talk/chat with my audio coder.

[url=http://img254.imageshack.us/my.php?image=fmodfeatfj5.jpg:1vsrn20o]Designer screenshot[/url:1vsrn20o]

Is it possible? Thanks!

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Right now our game references sound events by FMOD Designer (full) event name (there’s no intermediate lookup table). So if you’re in our game editor and want to play a sound, you type the name manually. It would be nice to be able to copy the sound name in FMOD Designer and just paste it into our game editor (to prevent typo’s).

Can we add a very simple feature where you can right click a sound event and copy the full event name to clipboard (just as plain text)? This text would correspond to the event name you would pass to EventSystem::GetEvent(…).

Right now it has the copy option, so maybe adding a new menu item ‘Copy name to clipboard’ or something..?

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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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