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Edit 10/22/13:
I bumped this thread for a new question, rather than making another thread (in fear of thread spamming). Find the new question a few posts down, here:

viewtopic.php?f=8&t=16103&p=54712#p54712

Thanks


Hello,

Our studio has decided to use Fmod in our next project (switching from our own tools and XAudio2). I’m the composer/sound designer, and come from more of a Wwise background. So I’m learning Fmod from the ground up to make this game. So far, my progress is coming quickly. Within a few hours of tutorials, I’m able to integrate probably more than half of the things that I need to, SFX-wise. But I’m running into a few issues, and I was hoping I could get some help.

1) This one seems the most obvious to me, but I cannot figure out for my life how to do it. How can I make a Sound Def play multiple times without stealing the last triggered playback? I have footstep sounds for this game, and I put them in a Sound Def called "FootStepsConcrete". But the footstep audio files are longer than the time between each time the Event is called, so every time the event is called, it stops playback of the previous step to play the new one. I want some form of polyphony, so that it will play the new footstep, while still allowing the last one to finish playback.

2) Changing Reverb Defs.
a) First off, I want to be able to adjust parameters on the active Reverb Def with parameter controls (globally, or for this instance).
b) And/or, I would like the ability to change to an entirely different Reverb Def via parameter. Or is this something that in the code, it has to change what the active Reverb Def is? (and is limited to a single active Reverb Def at any time)

3) I was recommended to stay away from the Music tab of Designer because it was super buggy. But it seems like the Music tab is where access to a lot of the cool stuff like music branching takes place. Thoughts on this comment?

I’ll most likely come up with some more questions as I work with it more, so I’ll post in this topic when those questions arise.

Thanks for the help. :)

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[quote="jdperos":2h8ovvu1]1) This one seems the most obvious to me, but I cannot figure out for my life how to do it. How can I make a Sound Def play multiple times without stealing the last triggered playback? I have footstep sounds for this game, and I put them in a Sound Def called "FootStepsConcrete". But the footstep audio files are longer than the time between each time the Event is called, so every time the event is called, it stops playback of the previous step to play the new one. I want some form of polyphony, so that it will play the new footstep, while still allowing the last one to finish playback.[/quote:2h8ovvu1]
The event, sound def and category property sheets each have a ‘Max Playbacks’ property that determine the maximum number of instances that can play simultaneously. If tweaking those values doesn’t work, I recommend posting a follow-up question in the FMOD Ex subforum, as most other possible causes of this issue are tied to the implementation of FMOD in your game’s code.

[quote="jdperos":2h8ovvu1]2) Changing Reverb Defs.
a) First off, I want to be able to adjust parameters on the active Reverb Def with parameter controls (globally, or for this instance).
b) And/or, I would like the ability to change to an entirely different Reverb Def via parameter. Or is this something that in the code, it has to change what the active Reverb Def is? (and is limited to a single active Reverb Def at any time)[/quote:2h8ovvu1]
The ‘SFX Reverb’ event track effect is probably what you want: It allows you to apply and automated the properties of a reverb that is applied to an event track’s audio, separate from the system reverb. Unfortunately, it is an event track effect, and so can’t be applied to anything other than event tracks without going through the FMOD Ex programmer’s API.

Similarly, there’s no way to change the system reverb via a parameter; You’ll have to alter the current reverb via API calls in your game’s code. You’ll probably need to work closely with your project’s audio programmer to get precisely the effect you want.

I realize this is cold comfort, but FMOD Studio is much more flexible and easy-to-use in these respects. It allows you to apply a reverb effect at any point in your signal chain, as well as parameter automation of every property of each reverb effect. Given that you’ve already started work on your project, it’s probably too late for you to change, but please do consider FMOD Studio for your next project.

[quote="jdperos":2h8ovvu1]3) I was recommended to stay away from the Music tab of Designer because it was super buggy. But it seems like the Music tab is where access to a lot of the cool stuff like music branching takes place. Thoughts on this comment?[/quote:2h8ovvu1]
It’s not buggy (not anymore, at least), but it does have its own set of problems. For historical reasons, it’s separate from the event system, and has a very different interface and feature set. As a result, using the music system effectively requires you to learn to use Designer a second time.

As you’ve noticed, there are certain features in the music system that just aren’t available in the Event Editor: Sample-accurate scheduling, branching music, and thematic logic, for example. If you really need those features, the music system is the only way to get them. However, the music system doesn’t give you access to many useful features of the event system, such as spawning sounds and the ability to use track effects. As a result, whether or not the benefits of the music system are worth the disadvantages is a tough judgement call.

This is another area where FMOD Studio is easier to use, as its music system is fully integrated with its events, so you have the combined functionality of both available at all times.

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[quote="Joseph Harvey":2d6ratgw][quote="jdperos":2d6ratgw]1) This one seems the most obvious to me, but I cannot figure out for my life how to do it. How can I make a Sound Def play multiple times without stealing the last triggered playback? I have footstep sounds for this game, and I put them in a Sound Def called "FootStepsConcrete". But the footstep audio files are longer than the time between each time the Event is called, so every time the event is called, it stops playback of the previous step to play the new one. I want some form of polyphony, so that it will play the new footstep, while still allowing the last one to finish playback.[/quote:2d6ratgw]
The event, sound def and category property sheets each have a ‘Max Playbacks’ property that determine the maximum number of instances that can play simultaneously. If tweaking those values doesn’t work, I recommend posting a follow-up question in the FMOD Ex subforum, as most other possible causes of this issue are tied to the implementation of FMOD in your game’s code.[/quote:2d6ratgw]
Max Playbacks didn’t seem to do it for me (and this was when still auditioning it in Fmod). I was under the impression, after that didn’t solve my problem, that this had to do with the Spawn Time’s grain-like playbacks.

[quote="Joseph Harvey":2d6ratgw][quote="jdperos":2d6ratgw]2) Changing Reverb Defs.
a) First off, I want to be able to adjust parameters on the active Reverb Def with parameter controls (globally, or for this instance).
b) And/or, I would like the ability to change to an entirely different Reverb Def via parameter. Or is this something that in the code, it has to change what the active Reverb Def is? (and is limited to a single active Reverb Def at any time)[/quote:2d6ratgw]
The ‘SFX Reverb’ event track effect is probably what you want: It allows you to apply and automated the properties of a reverb that is applied to an event track’s audio, separate from the system reverb. Unfortunately, it is an event track effect, and so can’t be applied to anything other than event tracks without going through the FMOD Ex programmer’s API.

Similarly, there’s no way to change the system reverb via a parameter; You’ll have to alter the current reverb via API calls in your game’s code. You’ll probably need to work closely with your project’s audio programmer to get precisely the effect you want.

I realize this is cold comfort, but FMOD Studio is much more flexible and easy-to-use in these respects. It allows you to apply a reverb effect at any point in your signal chain, as well as parameter automation of every property of each reverb effect. Given that you’ve already started work on your project, it’s probably too late for you to change, but please do consider FMOD Studio for your next project.[/quote:2d6ratgw]

Okay, I see the SFX Reverb thing now. Setting up the reverb individually for every event via envelopes will be quite the task, so I may just make due with Reverb Defs and see how I get by with that. I assume that Fmod can only be running a single Reverb Def at a time, though. You said that I can alter the current reverb via the API calls, though… so I may be able to have my programmer integrate controls for that in our game tools…

[quote="Joseph Harvey":2d6ratgw][quote="jdperos":2d6ratgw]3) I was recommended to stay away from the Music tab of Designer because it was super buggy. But it seems like the Music tab is where access to a lot of the cool stuff like music branching takes place. Thoughts on this comment?[/quote:2d6ratgw]
It’s not buggy (not anymore, at least), but it does have its own set of problems. For historical reasons, it’s separate from the event system, and has a very different interface and feature set. As a result, using the music system effectively requires you to learn to use Designer a second time.

As you’ve noticed, there are certain features in the music system that just aren’t available in the Event Editor: Sample-accurate scheduling, branching music, and thematic logic, for example. If you really need those features, the music system is the only way to get them. However, the music system doesn’t give you access to many useful features of the event system, such as spawning sounds and the ability to use track effects. As a result, whether or not the benefits of the music system are worth the disadvantages is a tough judgement call.

This is another area where FMOD Studio is easier to use, as its music system is fully integrated with its events, so you have the combined functionality of both available at all times.[/quote:2d6ratgw]
Alright, if it’s not buggy, then I’ll give it a whirl. Never played in it before, so Youtube tuts, here I come!

Thanks for all the answers. :)

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Hey, I’m back. Rather than create a new topic, I figured I’d just add my new questions to the bottom of this thread, as unrelated as they may be.

So I took the dive into the music tab about a week ago for this project, but I am having a real tough time getting the software to do what I want, despite all the documentation and (very limited) youtube tuts.

I’m trying to create a layered section of music, within the context of a more full score. It’s just the layered section that’s giving me issues right now because I can’t seem to figure out how to get multiple segments playing from the same cue.

I’d like to have a set of states that the game can send Fmod. For instance, "Idle," "Chase," and "Combat." And let’s say I have a sound file for each of them.

I want the Idle state to play the Idle sound file.
I want the Chase state to play both the Idle and Chase sound files simultaneously.
And I want the Combat state to play both the Chase and Combat files.

The sound files are all printed to be played concurrently and synchronized, so I don’t want the states to start the sound files from the beginning, so much as crossfade in and out synchronized layers like a multi-event would do.

Any advice? The best idea I’ve had is to have the different layers as starting segments in their own separate themes and have the theme start options all point to the same cue, to even get the layers playing concurrently, but auditioning that cue won’t play any segments but the one in its own theme. So basically I’m at a loss of where to even begin with this.

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[quote="jdperos":1xhf0p2e]I’m trying to create a layered section of music, within the context of a more full score. It’s just the layered section that’s giving me issues right now because I can’t seem to figure out how to get multiple segments playing from the same cue.[/quote:1xhf0p2e]
While a theme can be triggered by any number of cues, no cue can trigger more than one theme. Thus, if you want to start multiple music segments at the same time, you have to trigger multiple cues at once. You can synchronize them by setting their respective themes to use the ‘concurrent’ playback method and specifying shared timelines for the segments; Unfortunately, as the IMS view only allows you to trigger one cue at a time, you cannot audition this behaviour in the tool.

[quote="jdperos":1xhf0p2e]The sound files are all printed to be played concurrently and synchronized, so I don’t want the states to start the sound files from the beginning, so much as crossfade in and out synchronized layers like a multi-event would do.[/quote:1xhf0p2e]
Remember when I said there were certain features of the event system that the music system won’t give you? This is one of them. While it is possible to synchronize segments, it’s impossible to fade them in and out of audibility without ending or re-starting them. It’s also impossible to start part-way through an audio file, which effectively prohibits working around this limitation.

As I said before, our music system isn’t great; That’s why we recommend people don’t use it unless they have a genuine need, and suggest upgrading to Studio as an alternative.

[quote="jdperos":1xhf0p2e]Any advice? The best idea I’ve had is to have the different layers as starting segments in their own separate themes and have the theme start options all point to the same cue, to even get the layers playing concurrently, but auditioning that cue won’t play any segments but the one in its own theme. So basically I’m at a loss of where to even begin with this.[/quote:1xhf0p2e]
To build your example without modifying its intended behaviour, you’ll need to use the event system: Make each of your themes a looping sound def, give each sound def its own layer in a multi-track event, and automate the volume of each track on one or more parameters. Provided the control parameter cursor enters each sound def at the same time (as it always will if they all fill the entire parameter) all three will start in perfect synchronization; Provided the files have identical lengths and tempos, there is no chance of their getting out of sync.

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