0
0

Hi all,

It seems like FMOD Studio is lacking any real way to effectively mix every event independently while auditioning them simultaneously, without hooking it up directly to the game and mixing it. I’m often delivering FMOD banks to clients without the ability to test the game in the build first. The SoundCaster system within Wwise lets you play back and audition all of your sounds and essentially get a very close mix prior to delivery; I’m wondering if there is anything like this within FMOD Studio?

Thanks so much!

Best,

-R

  • You must to post comments
0
0

It is possible to audition multiple events at a time by opening each event in a separate event editor window; Other than that, however, the only easy way to trigger large numbers of events at once is to create a temporary event that contains a whole heap of event sound reference modules. We do plan to add more bulk auditioning features in future, but for now those are the only options.

  • You must to post comments
0
0

Ahh multiple event editor windows- that’s the ticket! :) Thanks! But definitely looking forward to a bulk auditioning feature in the future. Thanks again!

  • You must to post comments
0
0

[quote="rkludlow":20yx0l2t]…But definitely looking forward to a bulk auditioning feature in the future. Thanks again![/quote:20yx0l2t]

I second this! I like FMOD Studio much more than Wwise, but the soundcaster in Wwise is a big plus.

  • You must to post comments
Showing 3 results
Your Answer

Please first to submit.