• FMOD Studio Released!
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[IMG]http://i.imgur.com/LEpp2Sz.jpg[/IMG] FMOD is an entire audio pipeline for almost all modern gaming platforms. What does that mean? When integrated into your games engine, FMOD allows sound designers to create, audition and mix all aspects of audio for your projects, with the help of an easy to use interface, and a multitude of audio tools like compression, EQ, randomization, etc. Audio programmers connect game events with events in FMOD, and allow sound designer to control the behavior of the entire sound, in as simple or complex of a way as they desire. FMOD Studio, the latest addition to Firelight Technology's audio pipeline tools, is proving itself to be the most bad-ass of its kind. Things like mixing your audio WHILE in-game, creating events within events, and creating and switching between mixer "snapshots" or mixer settings, makes FMOD Studio a tool just too useful not to have. More in-depth info here: [url]http://www.fmod.org/fmod-studio.html[/url] I've used FMOD personally as a tool to generate sound effects, from previously created sound effects. Basically, I'd take pieces of gunshot sounds that I've made, add them to multiple tracks within an event, randomized their pitch, starting time and volume, and have had rendered results that sound very different from the original source sound effects. This was all outside of the game engine, although this can all be done inside the game engine if you feel it's worth the cpu and memory resources. Some Source engine mod developers use FMOD Designer (the older original version of the software) as a way to have menu music continue to play while loading a map. We currently use FMOD in that sense for Firearms: Source, but when a dedicated programmer is available to link sound events with the FMOD API, the audio production of your project will exponentially increase in quality simply from the HUGE advantage of tools offered to the designers. Their reverb engine is excellent I might add. Has anyone used FMOD and have anything to share?
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