I’m new to fmod designer, mostly just evaluating it, so maybe there is a way to do what I want that I don’t realize..
If I open the project "examples.fdp", click the "Sound definitions" tab, and then select the "animals" sound, I see the sound "animals" to the right of the sound tree control, and I can edit the following properties on the sound:
Name, Spawn time, Maximum spawned sounds, Play mode, Volume, Volume randomization, Pitch, Pitch randomization, 3D Position randomization, and Notes.
Below that, there is a "Waveforms" table, that lists 3 different .ogg files:
seal.ogg, horse.ogg, jaguar.ogg
In this table, you can edit the "Weight" of each .ogg file, which determines how often it is picked.
My question is this: is there a way to edit pitch and volume (and pitch and volume randomization) on a per-waveform basis?
We do this a ton in our current sound pipeline, so unfortunately it’s a deal breaker if we can’t edit pitch and volume and a per-waveform basis.
- samc asked 10 years ago
I’m reasonably new to fmod as well, but I guess I’d counter your question with two :
1 – Why don’t you just handle the pitching using multiple events? Ie create a dozen events, each with a separate default pitch setting, all referencing the same "animal" sound. Alternately if you wanted it to be "editable" from within your game, you could always create an event using that sound definition, with a variable pitch envelope corresponding to that user defined parameter (which your game code then "speaks" to the fmod API).
This is a confusing way to describe it, but it’s in the fmod documentation, adding effects to events, something like that. Ask me if you need a more detailled explanation.
2 – You could always "Bake" the pitch changes into the sound. This won’t work if you need an infinite range of pitches, but if you only need say, an octave, you could edit the ‘animal’ sound offline in audio software, and then import the 12 separate waveforms as separate definitions. Of course, this will pad out your filesize considerably, but it’s another way of doing it. Number 1 is definitely more efficient though.
Hope this helps.
- ringmod answered 10 years ago
I don’t believe you can, although when the sound is played, you get which one is being played via FMOD_EVENT_CALLBACKTYPE_SOUNDDEF_SELECTINDEX, so you could probably alter the vol/pitch then?
Although where you would get the pitch/vol data from is another problem.
Perhaps add this as a feature request to the wiki?
- a1psx answered 10 years ago
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