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I’m brand new to FMOD and just starting to get into the interactive audio side of gaming, branching out from my composition background

What is the difference between FMOD studio and some of the others? Im having a hard time finding this out on my own since I’m not very familiar with FMOD period.

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Does this mean that on older versions I might be able to run the GameCube ISO?

I appreciate all your help!

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We are still actively developing the integration. I will add you to the list to be notified about release when it is publicly released.

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Our game cube support was only ever for registered Nintendo developers, and we have discontinued support for that product. More information available here: http://www.warioworld.com/

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Peter,
Is there a way I can PM you a different email address for the mailing list? If not, please use the email address I just added to my account settings.

Thanks! Brad

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This page http://52.88.2.202/fmod-studio.html might be a good start, check the pdf, it is a user friendly introduction to the terms in the FMOD Studio product that stand out from others.
If you have questions we’ll be happy to answer them here.

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Hi Brad,

I have updated the list, feel free to PM me if there is another email address that you would rather use.

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I am interested in all things Unity/FMod as well. I saw a post regarding using C# to access FMod Designer but not sure about FMod Studio. Really, I have only used FMod to play back xm files in Unity and wouldn’t know the difference. Please advise when more information is available. Thanks.

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[quote="peter":398cw2ge]Hi Mike, will do. I’ll add you to the list.[/quote:398cw2ge]

Thanks Peter.

I found a tool that uses FMod with Unity and it’s:
http://www.squaretangle.com/FMODUnity.html

They say FMod is free for non-commercial use and gave a link to your license page.
Still, I also know it is included (well, parts) in my Unity Pro.

Question: For commercial usage, do we (us programmers) need to get a license for using the above, or just for the Musician who will probably use the FMod (Ex) Designer?

Thanks again. -Mike

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Hi, like the OP I’m coming from a compositional background and looking to get into professional sound design for games.

I’m just wondering which version of Fmod you would recommend for a novice? My only previous experience of somewhat related software is Ableton Live, and I have no idea what to look for here. Studio looks like an excellent tool, especially coming from a DAW background, but what is the difference between the API version and the normal version? I’ve looked at the link posted above and the PDF, but am still having trouble grasping what the differences are.

I’d also like to know if the included tutorials etc. include example games, or something where I might be able to get to grips with implementing the audio created into a practise project?

Cheers

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Hi Mike, will do. I’ll add you to the list.

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FMOD licensing is per title, not per user. So for each commercial game using FMOD you will have to purchase a license. Contact sales@fmod.com for more information.

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Just to be clear, I’m not a hit-and-run poster; I am checking this forum regularly and any time spent formulating a reply to my query will not be wasted, for I will be putting the information to good use. =]

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Hello! Please add me to the list as well :)

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Can I please be added to the list as well? (Unity & FMOD Studio integration)

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The Programmer’s API, as you might expect, is very programmer-oriented. Technically, it allows access to all the same functionality that the tool does, but it’s not focused on content creation the same way the tool is. Instead, it’s built to make it easy to connect, manage and trigger the many events and resources that game audio needs.

By contrast, the FMOD Studio tool has a DAW-like interface designed to be easy for composers and sound designers to learn and use. This is because the tool is designed specifically for content creation; However, it does have limitations: Many game audio tasks outside of content creation would be more difficult, or wouldn’t make much sense, if handled in Studio rather than the API.

In short, we expect a team to use both FMOD Studio and the API, but for different purposes – and on teams where "audio programmer" and "sound designer" are different roles, they will be used by different people. Since you come from a compositional background, I suspect Studio might be a better fit for your interests.

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[quote="Virus_ST":2el06e5f]Hello! Please add me to the list as well :)[/quote:2el06e5f]
Done! :)

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Please put me on the notify list as well. Will need to have FMOD Studio in Unity soon.

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I see; so just to sum up, Studio is primarily for the creation of content that will then be implemented into the game project utilising API? So API is the program that can actually open the game in its window, with those fantastic elements I’ve seen like showing the area affected by the ambient sound, or the player’s footsteps, for instance?

How much coding/programming knowledge does API require to get going comfortably? I imagine previous experience in C++ or some equivalent would be useful, but is such a language required to make use of API? Or does it contain its own programme-specific ‘language’ of sorts?

Thanks!

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I would like to be added aswell 😀

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You have both been added to the list. As this has appeared to generate some interest I will make a dedicated thread for FMOD Studio Unity integration. For anyone else interested please use this thread: viewtopic.php?f=21&t=16044

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