Wow this video is insanely helpful! You can really see the effort put into it and the intelligence of separating and breaking down each individual concept. Thanks a lot for this!
can definitely see your overall knowledge of audio shining through. I can see you consciously linking DAW style thinking to the FMOD ideas for people who come from a standard audio workstation background. Awesome tutorial!!
BRILLIANT TUTORIAL!!! Thanks SO MUCH for being so clear and direct. It helps a lot to understand the basics better than the official online manual and tutorials.
Thank you! This is a great tutorial! Keep your FMOD series up, because there's not much content here on UA-cam about this program. I also have some ideas for yoir further videos: 1) How do you set up an FMOD project for a game with multilingual voice acting? 2) How to control the direction of the sound? (Idk how to put it, but basically when you are facing the sound, it's loud, and when you are behind it, it's quiet)
FRIENDLY GREETINGS TREVER, I wish I had this when I was starting out! Terrically explained with very clear understanding, and a useful refresher across the board. Firelight should get you help with the official video tutorials and other documentation that hasn't been updated (assuming you're interested).
Thank you so much for the kind words - that all means a lot and I'm really glad you found the video helpful! Maybe I'll reach out to Firelight at some point. That could be pretty cool, haha. 😁
hey i just discovered you channel and let me thank you, your tutorials are really great you helped me so much and i'm sure many people think the same thanks for what you are doing i will definitely follow your work in the future
Hey Trever, my name's Trevor! Thanks for Trevering this tutorial up. 😅 But for real, thanks. The user manual reads like an AI wrote it and deep fried it in google translate.🙏
Does someone know, how the spatializer or 3D panner can be adjusted? Because right now, no matter which setting in the 3D panner i change, the sound is always 360 degrees. But i want to have mono sounds for the drivers voice of my car. So the drivers voice should always come from the center (both speakers) while all other sounds should still be 360 degree sounds.
This has been super helpful learning this stuff. But my eyes and ears either glazed over for it, or it wasn't explained here. Is it possible to use a single clip (instrument), call a different variable depending on the weapon? In this case, I'm using multi colored beams. I have the static instrument playing for a blue beam. Is there a way I can use that same looped instrument, and when it's fired from a pink beam weapon, alter it's pitch, without having to make a new loop file? I have about 7 different colored beams that all travel at different speeds, but want to only adjust the pitch based on the weapon instead of having to make different instruments to do that same job.
I have a script which I manually input the song's tempo and keeps the beat from there. But the song has a tempo change in the middle of it. Will adding tempo markers automatically change the bpm value in the script in real time? If not, how do i make that possible?
Extracted wav files from a bank file that was in the game I’m trying to mod. Swapped a wav file and made sure it was as long and named the same. Rebuilt the bank file and replaced the original one in the game. But when I start up the game it just crashes. You got any idea why that might be happening? Works again as soon as I swap back to the original.
Hey there once again Trever! So I just implemented Fmod in my project, and it works properly, but do you have any ideas on how to add the animal crossing voices from your previous tutorial to a bank in fmod while keeping their randomized pitch settings working?
Hey there! 🙂 I've gotten a few questions on this actually, haha. At some point I might do another video on creating that audio with FMOD. I haven't done a full implementation of it myself yet, but here are my initial thoughts. Could be a really good learning exercise for anyone trying to learn FMOD. Below for 'non-predictable' audio (that is, each sound that plays is random) 1 - Use a multi-instrument set to 'Shuffle' or 'Random' and drag in each animal crossing sound. 2 - Use a parameter to change the pitch of the sound from the game. 3 - From the game, play that event each time a character types out, changing the pitch parameter to a random value before doing so. As for 'predictable' audio (like the hashcode approach in that video), I'd have to play around more on the FMOD side to see if it could be handled in a really smart way. My initial thought would be setting up 'label' parameters for each character, and then setting those from the game to play the corresponding sound. Or in other words, setting up somewhat of a character map instead of using a multi-instrument. That said, I imagine there's a smoother way to go about it in FMOD via a feature/technique I'm currently unaware of. I hope that helps a bit and best of luck!
@@ShapedByRainStudios I'm sure this method would work if done correctly, but the "done correctly" part would be the most difficult one for me as I don't have any experience with Fmod at all 😅 so I think it's safer to wait for your tutorial instead of trying it myself, at least until I get a little more used to the software. As always, thanks a lot for the support!
Hey Trev, the FMOD documentation claims that WebGL platform is built into FMOD’s base download, but I can’t find any way to include a WebGL build…. Is there something I’m missing? Very few resources on this apparently.
Hey there! I'm unfortunately not very familiar with using FMOD in a WebGL environment myself. I searched around a bit and didn't see much either regarding docs. It might come down to whatever game engine you're integrating with. For example, for Unity, I found some docs that claim it's supported for versions 2019.1 and newer. - www.fmod.com/docs/2.02/unity/platform-specifics.html If you're using your own custom game engine or one that's not directly supported by FMOD (so anything other than Unity/Unreal), it's really hard to tell if it's actually directly supported or not. I know that's not a ton to go off of, but best of luck and I hope you're able to figure out whatever you need to!
Hey Trevor, im starting to learn Audio design . I do have some knowledge using some DAW´s like Pro Tools , do you have any advice on what softwares should i learn if want to focus on Audio design for games ? ive seen FMOD,WWISE,UNITY but i dont know where to start
Hey there! I think FMOD is a great place to start if you want to focus on audio design for games. If you're just focused on Audio Design, I wouldn't worry about learning Unity right away. It can be really useful to learn at some point so that you know how FMOD integrates into a game - but I think, starting out, it's not entirely necessary (assuming you're working with someone else that does have Unity knowledge). I'm not as familiar with WWISE myself, so it's hard for me to comment on it. That said, I've heard from others that the learning curve for WWISE is a bit steeper. The biggest thing I would recommend to someone trying to get started learning game audio design is to join a 'game jam' with others who are just getting started with game development. itch.io has a calendar for these and usually you can find groups of people looking for others to make games if you dig into the communities hosting those game jams. - itch.io/jams I hope that helps and best of luck to you!
Hi! Im confused about how FMOD connects with the game. Like, how does the game know to put the effects like reverb up? Do we code that or is that up to the game developer? Thank you so much
Feel free to come by my Discord server and ask questions, suggest a video topic, or just hang out! ➔ 📱discord.gg/99gcnaHFf9
THANK you! There are so few newer resources on FMOD, and I'm so glad I have this to point people to!
I am a composer but totaly new to composing for games. Your Video helped me a lot. Thank you for your work!
This tutorial helped me a lot as I'm in rush to learn FMOD at the moment. Thanks so much, you saved my life!
I have watched multiple FMOD tutorials before i found this, but only this one made it all crystal clear. Really well explained and demonstrated!
Thank you so much for the kind words! I'm really glad to hear the video helped! 🙂
What a brilliant, clear and concise overview of FMOD. Thanks so much!
Wow this video is insanely helpful! You can really see the effort put into it and the intelligence of separating and breaking down each individual concept. Thanks a lot for this!
can definitely see your overall knowledge of audio shining through. I can see you consciously linking DAW style thinking to the FMOD ideas for people who come from a standard audio workstation background. Awesome tutorial!!
Thanks so much for the kind words! I'm really glad tot hear that! :)
Thank you for the great basic information! Helps a lot.
It was a while ago since I used FMOD. This was refreshing, thanks a lot!
BRILLIANT TUTORIAL!!! Thanks SO MUCH for being so clear and direct. It helps a lot to understand the basics better than the official online manual and tutorials.
Thanks so much for the kind words! I'm really glad to hear the video helped! 🙂
Awesome overview! just starting with FMOD and this was the most informative video so far. Make more :) !
Thanks so much for the kind words! I'm really glad to hear that! 😁
great, I love videos like this. fast, on the spot with no yadayada
6 min in and it's already EXACTLY what i need
thanks a lot 4 real!!!
I would have needed this 6 months ago but i still could learn something, very well explained! thx for sharing!
Thank you! This is a great tutorial! Keep your FMOD series up, because there's not much content here on UA-cam about this program. I also have some ideas for yoir further videos:
1) How do you set up an FMOD project for a game with multilingual voice acting?
2) How to control the direction of the sound? (Idk how to put it, but basically when you are facing the sound, it's loud, and when you are behind it, it's quiet)
FRIENDLY GREETINGS TREVER, I wish I had this when I was starting out! Terrically explained with very clear understanding, and a useful refresher across the board. Firelight should get you help with the official video tutorials and other documentation that hasn't been updated (assuming you're interested).
Thank you so much for the kind words - that all means a lot and I'm really glad you found the video helpful! Maybe I'll reach out to Firelight at some point. That could be pretty cool, haha. 😁
This is the best audio tutorial i ever seen, thanks, new sub with pleasure
That means a lot! I'm really glad to hear it helped! 🙂
I was looking for a comparison of Wwise and FMOD but this is way better !
Thanks!
Thanks so much for that, it means a lot! :)
@@ShapedByRainStudios You make fantastic videos! As a fellow dev, it's the least I can do. Best of luck with Path of Ren!
Fantastic tutorial. Thank you very much for your work!
Fantastic. Congrats. Great tuto!
That was incredibly helpful, thank you!
Great video! - I checked three times if the playback speed was indeed at 1 and not 1.75 :D (I'm used to watch at 1.75 so it's OK :p)
hey i just discovered you channel and let me thank you, your tutorials are really great you helped me so much and i'm sure many people think the same thanks for what you are doing i will definitely follow your work in the future
Thanks so much for the kind words! That means a lot and I'm really glad the videos have helped! 🙂
Hey Trever, my name's Trevor! Thanks for Trevering this tutorial up. 😅 But for real, thanks. The user manual reads like an AI wrote it and deep fried it in google translate.🙏
Always nice to help out a fellow Trevor! Haha, really glad to hear the video helped! 🙂
How to add fmod to cocos2dx project with android studio ?
u r a real one for this video
Does someone know, how the spatializer or 3D panner can be adjusted?
Because right now, no matter which setting in the 3D panner i change, the sound is always 360 degrees.
But i want to have mono sounds for the drivers voice of my car.
So the drivers voice should always come from the center (both speakers) while all other sounds should still be 360 degree sounds.
This has been super helpful learning this stuff. But my eyes and ears either glazed over for it, or it wasn't explained here.
Is it possible to use a single clip (instrument), call a different variable depending on the weapon?
In this case, I'm using multi colored beams. I have the static instrument playing for a blue beam. Is there a way I can use that same looped instrument, and when it's fired from a pink beam weapon, alter it's pitch, without having to make a new loop file?
I have about 7 different colored beams that all travel at different speeds, but want to only adjust the pitch based on the weapon instead of having to make different instruments to do that same job.
Thank you for the tutorial
Very helpful! Thank you!
how i create banks with my order , everytime the build is random for example i want gun shoot event = 10 but all time 7 or 5
Thanks dude
I have a script which I manually input the song's tempo and keeps the beat from there. But the song has a tempo change in the middle of it. Will adding tempo markers automatically change the bpm value in the script in real time? If not, how do i make that possible?
Do you know how to encrypt the banks files to protect them please ?
Extracted wav files from a bank file that was in the game I’m trying to mod. Swapped a wav file and made sure it was as long and named the same. Rebuilt the bank file and replaced the original one in the game. But when I start up the game it just crashes. You got any idea why that might be happening? Works again as soon as I swap back to the original.
Hey I have a question. After this where should I put the bank file(music) for it to work?
Hey there once again Trever! So I just implemented Fmod in my project, and it works properly, but do you have any ideas on how to add the animal crossing voices from your previous tutorial to a bank in fmod while keeping their randomized pitch settings working?
Hey there! 🙂 I've gotten a few questions on this actually, haha. At some point I might do another video on creating that audio with FMOD. I haven't done a full implementation of it myself yet, but here are my initial thoughts. Could be a really good learning exercise for anyone trying to learn FMOD.
Below for 'non-predictable' audio (that is, each sound that plays is random)
1 - Use a multi-instrument set to 'Shuffle' or 'Random' and drag in each animal crossing sound.
2 - Use a parameter to change the pitch of the sound from the game.
3 - From the game, play that event each time a character types out, changing the pitch parameter to a random value before doing so.
As for 'predictable' audio (like the hashcode approach in that video), I'd have to play around more on the FMOD side to see if it could be handled in a really smart way. My initial thought would be setting up 'label' parameters for each character, and then setting those from the game to play the corresponding sound. Or in other words, setting up somewhat of a character map instead of using a multi-instrument. That said, I imagine there's a smoother way to go about it in FMOD via a feature/technique I'm currently unaware of.
I hope that helps a bit and best of luck!
@@ShapedByRainStudios I'm sure this method would work if done correctly, but the "done correctly" part would be the most difficult one for me as I don't have any experience with Fmod at all 😅 so I think it's safer to wait for your tutorial instead of trying it myself, at least until I get a little more used to the software. As always, thanks a lot for the support!
Hiya
Do you teach how to integrate it with games?
Hey Trev, the FMOD documentation claims that WebGL platform is built into FMOD’s base download, but I can’t find any way to include a WebGL build…. Is there something I’m missing? Very few resources on this apparently.
Hey there! I'm unfortunately not very familiar with using FMOD in a WebGL environment myself. I searched around a bit and didn't see much either regarding docs.
It might come down to whatever game engine you're integrating with. For example, for Unity, I found some docs that claim it's supported for versions 2019.1 and newer. - www.fmod.com/docs/2.02/unity/platform-specifics.html
If you're using your own custom game engine or one that's not directly supported by FMOD (so anything other than Unity/Unreal), it's really hard to tell if it's actually directly supported or not.
I know that's not a ton to go off of, but best of luck and I hope you're able to figure out whatever you need to!
why m bank sound files is muted in the game ??
Many thanks !
I love you and I will name my fifth kid after you
Hey Trevor, im starting to learn Audio design . I do have some knowledge using some DAW´s like Pro Tools , do you have any advice on what softwares should i learn if want to focus on Audio design for games ? ive seen FMOD,WWISE,UNITY but i dont know where to start
Hey there! I think FMOD is a great place to start if you want to focus on audio design for games.
If you're just focused on Audio Design, I wouldn't worry about learning Unity right away. It can be really useful to learn at some point so that you know how FMOD integrates into a game - but I think, starting out, it's not entirely necessary (assuming you're working with someone else that does have Unity knowledge).
I'm not as familiar with WWISE myself, so it's hard for me to comment on it. That said, I've heard from others that the learning curve for WWISE is a bit steeper.
The biggest thing I would recommend to someone trying to get started learning game audio design is to join a 'game jam' with others who are just getting started with game development. itch.io has a calendar for these and usually you can find groups of people looking for others to make games if you dig into the communities hosting those game jams. - itch.io/jams
I hope that helps and best of luck to you!
@@ShapedByRainStudios appreciate your response . I’ll dig into this community . And thanks for teaching all this through your videos 🥹
Can I use Fmod on macbook m1?
Also thanks for the video!
great
Darien Course
Great tutorial, but please, sometimes stop a bit, and take a breath! Keep on the good work. :)
Litzy Parkways
Goodwin Curve
Daisy Forges
Roberts Crest
Gwendolyn Cliffs
Ollie Crescent
Lubowitz Alley
Marlee Alley
Keebler Grove
Susanna Corner
Sheridan Inlet
Vandervort Road
Kevon Plaza
Aurelia Dam
Boyer Springs
This is HUGELY helpful and easy to follow, but man, that pop sound effect on every graphic change hurts my ears
Hi! Im confused about how FMOD connects with the game. Like, how does the game know to put the effects like reverb up? Do we code that or is that up to the game developer? Thank you so much
Althea Corner
Ratke Brooks
Gulgowski Brooks
Crona Ramp
Hildegard Road
Roscoe Place
Dare Lake
Maverick Ranch
Libbie Circles
Rickey Extension
Gertrude Overpass
Aron Burgs
Alverta Port
Parker Ranch
Syble Mill
Bruen Route
Kyle Fork
Beverly Square
Kautzer Hill
Ofelia Rue
Lawrence Mews
Harris Camp
Conor Mountains
Horacio Mountain
Orlo Squares
Camille Park
Josephine Pass
Bertram Mall
Nestor Path
Branson Flats
Oberbrunner Crossing
太难了
Jenifer Burgs
man this looks so much less scary than wwise lmfaooo