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Download FMOD Studio 1.0.0 here
http://fmod.org/fmod-downloads.html

Welcome to the initial FMOD Studio release. This post is to explain what is included in this release, and for version specific discussion.

New features since the last preview

  • Music System – Transition markers and regions on the timeline for constructing interactive music.
  • Timeline and parameter automation for mixer snapshots.
  • Profiler – Supports RMS & Peak, Loudness Metering, CPU
  • Revised API for custom DSP plugins.
  • Many bug fixes

[b:sexsbwr7][u:sexsbwr7]1.0 Feature overview[/u:sexsbwr7][/b:sexsbwr7]

  1. Multi Track Editor with timeline, browser, effect deck, metering.

– single sound/multi sound, events within events, sound scatterers.
– 2d & 3d panner interfaces, automation by parameters, modulators, pre and post fader effect placement (on a track, or the whole event – ie the ‘master’ track).
– Side-chaining (currently supported by FMOD Compressor effect)

  1. Mixer interface

– sends/returns, VCAs, solo/mute, effect deck, metering
– realtime mixing while connected to game (requires runtime)
– Side-chaining (currently supported by FMOD Compressor effect)

  1. Perforce and Team Foundation Server support – per event check in/check out.

  2. unlimited undo/redo

  3. Control surface support – comes with Nucleus profile. Mackie and others supported.

  4. Added mixer snapshots:

– Snapshots set overriding changes in the global mixer.
– Snapshots can be prioritized within the browser.
– Entire strips can be selectively scoped in to snapshots.
– Snapshots can be limited to as few or as many properties as the user needs.
– Snapshot modules can be added to events to trigger snapshots.
– Timeline and parameter automation for mixer snapshots supported.

  1. Sub-events (events within events!)

– Sub-events are events that can be triggered and positioned independently while being routed into a master event.
– Sub-events appear as inputs in the master event.

  1. Interactive music (now part of the event editor rather than being its own interface like FMOD Designer).

– Tempo markers can be placed on the Timeline
– All sound module now have a Trigger Behaviour drawer to control delay/quantization as well as conditional activation
– Transition markers and regions on the timeline for constructing interactive music.

  1. Profiler

– Currently Supports RMS & Peak, Loudness Metering, CPU. More to come.

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As far as I know, they don’t use it internally, but it is possible to hook it into your mod.
https://developer.valvesoftware.com/wik … nting_FMOD
At the moment we use it simply to allow menu music to play during the loading screen (it’s an old engine). We want to make more use of it in the future.

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[quote="Skaven":1c26i1f4]Sometimes loops are prone to clicks and sensitive to zero cross or wave phase, and the loop points need to be sample accurate. How does Studio handle this? I may not be able to zoom close enough to manually place the loop region accurately enough (the visual indicator could help with this, or maybe a "create loop region from sample loop points" command). Does Studio apply ramping to the loops so that non zero cross / discontinuity is not an issue?[/quote:1c26i1f4]
We’ve got a few improvements in the works that might help in the situation you describe. For example, we’re planning to improve zooming. Alt + mousewheel is more accurate than dragging the edge of the birdseye view reticule, but even that has limits; We want you able to position items with millisecond accuracy, and currently you just can’t zoom in far enough. Unfortunately, this improvement is waiting on some changes to how we handle timeline position, so it’s still a ways in the future – But we do want to implement it as soon as we can.

We’re also planning to expand the existing snapping behavior so that you can snap dragged markers to the positions of other items, instead of just to significant ruler positions. We’ll also make snapping customizable, so you’ll be able to select exactly what constitutes an appropriate snapping location, or even suppress snapping entirely if you’re doing fiddly work. Again, this is waiting on some other changes, but it’s high on our list.

We don’t apply ramping to logic track transitions by default, as there are some situations where it is undesirable. We do plan to make some improvements to how AHDSR ramping works, however, that should help with this issue. (Currently the AHDSR modulator’s release behavior doesn’t work well with time-locked sounds.)

Finally, we’re planning some improvements to transition timelines that will make it possible to define custom, non-instantaneous transition behavior, including custom crossfades… But we haven’t ironed all the bugs out, yet, so those features aren’t in the publicly released versions.

Tl;dr: There’s no easy solution available yet, but we have several in the works.

EDIT: Whoops, it appears we do have some ramping automatically applied to transitions, but popping does still occur in some situations. We’re working on improving it.

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I’m trying to play around with the interactive music features, but I’m not exactly sure what the Transitions and Transition Regions are doing.

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you’ll have to recode the integration, its a different API.

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Awesome! I was already excited about the new possibilities Studio offers, and all this is getting me even more excited. :)

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[quote="BShipes":2d6h0k46]I’m trying to play around with the interactive music features, but I’m not exactly sure what the Transitions and Transition Regions are doing.[/quote:2d6h0k46]
Transitions and transition regions cause the timeline cursor to instantly jump to the associated markers, sort of like loop regions but more flexible. If it helps, think of a transition as a shortcut, and the associated marker as its destination.

More information about all types of logic track objects will be included in the next version of the FMOD Studio manual.

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[quote="Joseph Harvey":2mpw5ya2][quote="BShipes":2mpw5ya2]I’m trying to play around with the interactive music features, but I’m not exactly sure what the Transitions and Transition Regions are doing.[/quote:2mpw5ya2]
Transitions and transition regions cause the timeline cursor to instantly jump to the associated markers, sort of like loop regions but more flexible. If it helps, think of a transition as a shortcut, and the associated marker as its destination.

More information about all types of logic track objects will be included in the next version of the FMOD Studio manual.[/quote:2mpw5ya2]

Hi

Regarding the transitions, how do you trigger them? I have a transition and a transition region with a parameter assigned to both, but I am having a bit of trouble triggering the transition.

Hope to hear from you soon

Joe Gornall

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A question: Now that Seek Speed (that damps/smooths the change of a parameter over time) is no longer there, what is it going to be replaced with?

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Thanks, Peter. So by default everything is ‘load into memory" unless the "Stream" button is illuminated on the layer/sound in question. I also take it that the programmer now determines how many streams are allowed (aka Max Streams)?

Sean

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[quote="JGORNALL":3id75uwc]Regarding the transitions, how do you trigger them? I have a transition and a transition region with a parameter assigned to both, but I am having a bit of trouble triggering the transition.[/quote:3id75uwc]In general, transitions and transition regions are triggered automatically when the timeline cursor passes over them. If the transition or transition region has ‘Parameter Condition’ logic associated with it, then it will only be triggered if the parameter specified in the condition is in the value range specified in the condition.

If the transition or transition region has no text written on it, the problem is that it has no associated destination to send the timeline cursor to. Fortunately, this is easy to fix: Just right-click on the transition or transition region to open the context-sensitive menu, select the ‘Set Destination To’ menu item, then select the submenu item corresponding to the destination marker you’d like it to target.

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Glad to see things really moving along! I’m eagerly awaiting the moment where I’ll switch over my current projects to Studio. Am I correct in saying that Studio is not quite at feature parity with Designer yet? I say this because the following don’t appear to be available/possible in Studio yet (am I mistaken?):

  • Spawning (sound definition)
  • Trigger Delays (sound definition)
  • Granular synthesis
  • Tremolo (I sometimes use this as a chopper effect in tandem with the Distance parameter)

Also, in importing my fdp, some key things like my occlusion curves have been discarded. I understand that the ‘Direct’ portion of Occlusion is likely to be replaced by an EQ effect, so I assume that I’ll eventually see the ‘Direct’ curve replaced by an EQ when I import? What will happen with the ‘Reverb’ portion of Occlusion?

Lastly, I’m curious to know what will become of the reverb ’emitters’ that I’ve been setting up in Designer (and in our game).

Thanks,
Sean

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[quote="Skaven":dtyaxycp]A question: Now that Seek Speed is no longer there, what is it going to be replaced with?[/quote:dtyaxycp]
Seek speed. We just haven’t gotten around to implementing it, yet.

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Hi Sean,

There isn’t any mechanism for stream pooling at the moment. We haven’t decided how we are going to implement that yet, if it is a high priority for you please feel free to email us at support@fmod.org so we can talk more about your requirements.

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[quote="Joseph Harvey":rsi2f6co][quote="JGORNALL":rsi2f6co]Regarding the transitions, how do you trigger them? I have a transition and a transition region with a parameter assigned to both, but I am having a bit of trouble triggering the transition.[/quote:rsi2f6co]In general, transitions and transition regions are triggered automatically when the timeline cursor passes over them. If the transition or transition region has ‘Parameter Condition’ logic associated with it, then it will only be triggered if the parameter specified in the condition is in the value range specified in the condition.

If the transition or transition region has no text written on it, the problem is that it has no associated destination to send the timeline cursor to. Fortunately, this is easy to fix: Just right-click on the transition or transition region to open the context-sensitive menu, select the ‘Set Destination To’ menu item, then select the submenu item corresponding to the destination marker you’d like it to target.[/quote:rsi2f6co]

Okay, that cleared it up thank you!

Joe Gornall

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[quote="Skaven":2ikhq0nf]Sometimes loops are prone to clicks and sensitive to zero cross or wave phase, and the loop points need to be sample accurate. How does Studio handle this? I may not be able to zoom close enough to manually place the loop region accurately enough [/quote:2ikhq0nf]
If I may quote myself here; I found out that if I set each sample itself to loop, rather than the multi-sound, FMOD will actually use the loop points in the sample metadata. Good to know!

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We’ve run into a problem of sounds remaining idle, with the timeline progressing forever, even though no sounds are playing, and no sounds are present in the parameters (ie it should be oneshot). If the sound gets repeated, these idle sounds accumulate over time.

Well, after a bit of experimentation, it turns out that if there are any effects (flanger, chorus, any legacy FX, etc) in any tracks, it causes the sound to run forever until stopped by command.

If I contain the audio with the effect into a sub-event, the parent event’s length is then determined by the length of the sub-event sound’s trigger region, disregarding the sample length.

If the effects running forever issue is a permanent part of the effects’ nature and there isn’t any good way to fix it, then maybe a Stop Event cue you could place on the timeline would be useful. Just so you don’t need to create a sub-event every time you want to use effects in oneshot sounds.

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I would say it’s only a concern if it happens to be capped rather low right now. There’s a section of a game of ours where the streams reach about 60 (i.e. rather complex/bloated ambiance) and we allow it. We’ve never needed anywhere close to that many streams in the past, but we’re not having any performance problems with that, so we’ll probably keep the stream count that high if things continue to be fine. Would a high stream count like this pose any problems with Studio at the moment?

Thanks,
Sean

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Support for svn would be really handy

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One more visualization suggestion for the backlog (though probably you already have it :) ): Visualize automation envelopes on the main audio track.

As in: currently you’ll need to ‘open’ each track to show the automation envelopes. This is a bit unwieldy especially when there is a lot of automation or multiple tracks. From the triangular "open" button you can see whether there is automation or not, but that’s the only information available until you open the automation tracks.

It would be handier if all envelopes were also visualized on the main/audio track. Maybe they could even be editable there (just like in the old Designer). And if there are just too many overlapping envelopes and it gets fiddly, you could still open the track to show each automation separately.

Reaper the DAW has a similar feature: if multiple tracks are parented to a master track, it shows "ghosts" of all the wave clips and envelopes in the parent track.

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[quote="Skaven":5ufc7f8d]We’ve run into a problem of sounds remaining idle, with the timeline progressing forever, even though no sounds are playing, and no sounds are present in the parameters (ie it should be oneshot). If the sound gets repeated, these idle sounds accumulate over time.

Well, after a bit of experimentation, it turns out that if there are any effects (flanger, chorus, any legacy FX, etc) in any tracks, it causes the sound to run forever until stopped by command.

If I contain the audio with the effect into a sub-event, the parent event’s length is then determined by the length of the sub-event sound’s trigger region, disregarding the sample length.

If the effects running forever issue is a permanent part of the effects’ nature and there isn’t any good way to fix it, then maybe a Stop Event cue you could place on the timeline would be useful. Just so you don’t need to create a sub-event every time you want to use effects in oneshot sounds.[/quote:5ufc7f8d]
The Studio API waits for all effects in an event to go idle before stopping the event, in order to avoid cutting off effects with a tail (such as Delay and Reverb) too early. However, it looks like a number of our effects don’t correctly go idle – sorry about that! We will get this fixed as soon as we can.

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