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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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Hi Sean,

All the features you listed are already available in FMOD Studio.

[quote:1qicnoo8]- Spawning (sound definition)[/quote:1qicnoo8]
This functionality is included in the sound scatterer

[quote:1qicnoo8]- Trigger Delays (sound definition)[/quote:1qicnoo8]
Trigger delay is inside Trigger Behavior section of the instrument options, under Delay & Quantization select ‘Time’.

[quote:1qicnoo8]- Granular synthesis[/quote:1qicnoo8]
Entries in the multi-sound playlist are stitched together sample accurately the same as ‘wait for previous’ play mode in FMOD Designer.

[quote:1qicnoo8]- Tremolo (I sometimes use this as a chopper effect in tandem with the Distance parameter)[/quote:1qicnoo8]
It’s in the effects under FMOD Legacy > FMOD Tremolo.

I’m not too familiar with the designer importing so I leave those questions for someone else to answer.

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UI suggestion for the backlog: automatically assign type specific colors to the trigger regions when added, so that it’s easier to tell Snapshots, References and Event Sounds, Multi Sounds and Scatterer Sounds from each other.

Also: Reference can be told from that small arrow icon in the corner of the trigger region. So why not also indicate Snapshots with a star icon (the same star you see in the Mixer snapshot list).

Scatterer Sounds could also have their own icon.

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Does this release include HRTF output? It was not implemented in recent preview builds and I have not seen it mentioned since.

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Coolness! :)

[quote="Joseph Harvey":1he2m999]I’m not sure what you mean by wav markers not being supported.[/quote:1he2m999]
I mean the sustain loop points, regions and markers supported in .wav metadata. You can add these in sample editors like Sound Forge or Wavosaur, and loop points are commonly used in musical instrument wavs, so I have a habit of using them in some sound effects too (example: servo motor winds up, then continues with a looping steady, all in one sample).

In Designer, if the .wav file had a sustain loop region in it, FMOD used them as Sync Points so that a wav could be looped from a point in the wav rather than from start to end.

I just tested it in Studio. Looks like they work to a degree:
– If you place a wav with a sustain loop on a timeline and extend it longer, it uses the wav’s loop points (ie the servo motor continues steady for as long as the trigger region runs)
– However, if there is a sustain point on the event timeline, the playback of time locked sounds stops
– If you play the wav from a multi sound, a sustain point doesn’t stop its playback, but it only loops the sample from start to end, not from the loop point

I can work around this by placing the wav inside an Event Sound and just stretch it to infinity. But it feels like a redundant step.

Basically what I wanted to do is a servo motor sound event that winds up and loops in one sample (easier to make it sound continuous, since a lot of source material is available like that), has a sustain point so I can keep the motor running forever if I want, then cue the sustain point to segue to a wind-down sound.

So I guess the fix for this would be that wavs inside multi sounds could use loop points, if present (and maybe Studio could indicate their presence somehow, so you can choose whether to use the loop points or not)

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Thanks, Peter. I see what you’re referring to now. It turns out that the exe name had changed for Studio since the last time I had tested it out, so I was actually still running an older version (due to my taskbar shortcut still pointing to the older exe). Sorry about that.

I’ll have to play with this version some more. So far it’s not clear to me how to do granular synthesis (I tried via a multi-sound module and a scatterer too, since the scatterer seems more analogous to how it was done in Designer). I don’t believe there’s an example in the examples project and I don’t see it described in the manual either. Maybe I’m just too used to how Designer works and not quite getting Studio yet.

I should mention that I submitted a crash report earlier, but I was still using the older version of Studio when that happened, so it was likely due to a version mismatch between the examples project and the older version of Studio.

Thanks again,
Sean

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[quote="Skaven":3m4w6gmp]UI suggestion for the backlog: automatically assign type specific colors to the trigger regions when added, so that it’s easier to tell Snapshots, References and Event Sounds, Multi Sounds and Scatterer Sounds from each other.

Also: Reference can be told from that small arrow icon in the corner of the trigger region. So why not also indicate Snapshots with a star icon (the same star you see in the Mixer snapshot list).

Scatterer Sounds could also have their own icon.[/quote:3m4w6gmp]
We will [i:3m4w6gmp]definitely[/i:3m4w6gmp] implement these suggestions! Believe it or not, all of these are already in our backlog in almost exactly the forms you describe. I suspect you might be psychic.

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Our modification of the Source Engine 2007 (Orange Box) currently uses FMOD Designer API. That is what Valve has integrated into the engine for mod developers to take advantage of if they choose to implement it into their mod.
Now that FMOD Studio is released, will this require a simple replacement-implementation of FMOD Designer API with FMOD Studio API? OR, does Studio API require Valve to perform an engine update to allow the ability to even use Studio?

This question can be cross contextual with any engine I suppose. My programming knowledge is at the moment insufficient.

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[quote="Skaven":29wmu8m4]I mean the sustain loop points, regions and markers supported in .wav metadata. You can add these in sample editors like Sound Forge or Wavosaur, and loop points are commonly used in musical instrument wavs, so I have a habit of using them in some sound effects too (example: servo motor winds up, then continues with a looping steady, all in one sample).

In Designer, if the .wav file had a sustain loop region in it, FMOD used them as Sync Points so that a wav could be looped from a point in the wav rather than from start to end.

I just tested it in Studio. Looks like they work to a degree:
– If you place a wav with a sustain loop on a timeline and extend it longer, it uses the wav’s loop points (ie the servo motor continues steady for as long as the trigger region runs)
– However, if there is a sustain point on the event timeline, the playback of time locked sounds stops
– If you play the wav from a multi sound, a sustain point doesn’t stop its playback, but it only loops the sample from start to end, not from the loop point

I can work around this by placing the wav inside an Event Sound and just stretch it to infinity. But it feels like a redundant step.[/quote:29wmu8m4]
As you have observed, Studio’s support for wav markers is not yet complete. We are planning to improve this in the future, but there’s a lot of other things we want to get done first. In the mean time, I suggest you re-export your files without wav markers and use Studio’s built-in features to achieve the behavior you want.

The reason why your time-locked sounds stop producing audio when the timeline cursor hits a sustain point is that in time-locked sounds, the part of the waveform that plays always corresponds to the part of the waveform the cursor is over. If the cursor isn’t moving, either due to a sustain point or for any other reason, then silence is the expected output. Non-time-locked sounds, on the other hand, start playing when the cursor enters them and continue to play until it leaves, regardless of whether and how the cursor moves within it. Currently, only single sound modules with no loop mode are time-locked, and there’s no way to switch a module from being time-locked to being non-time-locked without changing its properties or rebuilding it entirely, but both of those limits are going to be removed as time goes on.

[quote="Skaven":29wmu8m4]Basically what I wanted to do is a servo motor sound event that winds up and loops in one sample (easier to make it sound continuous, since a lot of source material is available like that), has a sustain point so I can keep the motor running forever if I want, then cue the sustain point to segue to a wind-down sound.

So I guess the fix for this would be that wavs inside multi sounds could use loop points, if present (and maybe Studio could indicate their presence somehow, so you can choose whether to use the loop points or not)[/quote:29wmu8m4]
We’ll certainly consider that, but many details of how we’ll support wav markers in Studio are still up in the air.

Incidentally, there’s a number of ways you could achieve the effect of your example in Studio. The simplest would be to use a time-locked sound and place a loop region around the section you want to loop, with a condition that allows you to exit it when you want to move on. If you don’t want to use time-locked sounds, then you’ll need to place the looping portion of your sound into its own module, set that module to loop, and use a sustain point. Either way, you should get the behavior you’re looking for.

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I’ll open up another thread to discuss the problems I’m having with Granular Synthesis (among other things), so as not to clutter up this thread with specific usage/implementation details. I’ll also add to the existing ‘Studio preview feedback/questions’ thread.

Are the banks now feature complete? One thing I’m not clear on is how I identify a bank as streaming or load-in-memory? I take it that the ‘Quality’ setting mirrors ‘Compression Quality’ in Designer? Am I able to define a destination folder for banks and other files when I run the build process? I don’t believe this is covered in the manual yet (sorry if I missed it).

Thanks,
Sean

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I’m pretty sure valve/source engine is not using fmod in any form

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Thank you!

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?

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Hi Sean,

[quote:1axyliws]One thing I’m not clear on is how I identify a bank as streaming or load-in-memory?[/quote:1axyliws]
The streaming is set on a per event track basis, the setting is visible in the banks tab when you select and event.

[quote:1axyliws]I take it that the ‘Quality’ setting mirrors ‘Compression Quality’ in Designer?[/quote:1axyliws]
That is correct.

[quote:1axyliws]Am I able to define a destination folder for banks and other files when I run the build process?[/quote:1axyliws]
Not currently, the banks will be written to <Project>/Build/<Platform>.

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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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