It would be awesome if we could we have a tab called "mixer" that has a fader for each sound event and channel group, so we can balance all the volume levels. Having mute and solo buttons would be very useful too.
Further revisions could have effect sends and settings.
Lastly, if it could respond to standard midi mixer controls, we could hook up a piece of midi mixer hardware and really have tactile control over the mix of the game.
- nozehed asked 9 years ago
Yes! On-the-fly solo would be invaluable for mixing. At the moment there is no way to single out one event or group of events without changing the volume setting for everything else and having to keep a note of what they were. Being able to quickly focus in on certain elements is the most essential tool in mixing so solo button would be the best thing in the world ever…
…except for automatic ducking. That would actually be the best thing ever. WWise does it – and really well. C’mon FMOD – you don’t want those fancy Audiokinetic guys getting one over on you do you?
I’m not hugely fussed about hardware contol for mixes but I know a lot of people who love… each to their own.
- JeffOfDeath answered 9 years ago
Agreed. I would find the mute/solo, and effect sends quite useful. Additionally being able to apply an effect globally on an event, rather than redundantly duplicated across each layer of the event would be great.
Being able to scale submixes by event parameters and triggers from code defined in designer would also be useful. FMod really needs some form of event and CC based ducking for mixing that doesn’t have to be completely code driven. Paramaters exposed to designer by code that can then be used within designer as desired.
I can see the midi mixer capability being handy, but I’m not convinced the amount of time to build it into designer is worth it since we wouldn’t be writing automation or anything, just setting levels. IMO mouse mixing is just fine for game audio.
- three30three answered 9 years ago
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