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I’m working on an iPad app that has hundres of totally unique events. Is there a way for me to work with FMOD where I put in empty events with names that can later be seen by my sound engineer (running the app on the iPad, connected over the net)?

An example would be an animation occurring and I would put in a start and stop event for the animation and the sound engineer would see this event occur and add a named event in the sound .fev file and when I later load that into the game, my event would find it (by name, again) and use it. Ideally, the sound engineer could pick and choose what events to use to meet his needs and leave any extras blank.

Can FMOD support that kind of workflow or something similar/better?

Robert

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Hi Robert, welcome to the FMOD Forum.

I’m not entirely sure what you’re asking, feel free to correct me if I have misunderstood.

[quote:ixpzc8xn]Is there a way for me to work with FMOD where I put in empty events with names that can later be seen by my sound engineer[/quote:ixpzc8xn]
There are ways to enumerate the contents of a loaded FEV to know what events are in it. There are also other ways of doing this such including the programmer report or generated header file.

You could skip making the stub project all together by having the code all getEvent using a path, the prgorammer just has to make sure it can fail gracefully when the event is not found, and the sound designer must make sure that the path of the final event matches exactly. This might be a faster workflow for you, have the programmer programmatically generate a list of event paths and then you can make the events in Designer to match the generated paths.

This does seem like a very unusual workflow, may I ask why you are approaching it in this way?

By the way, the forums are split into two sections FMOD EX / FMOD Designer, usually posts relating to FMOD Designer (either the tool or API) go in the other section.

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