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Sound design with FMOD?
Posted: Wed Jun 09, 2010 7:14 pm
by Dustin H
Hi there,
I'm currently working for my degree in audio engineering and want to get into sound design for video games. I wanted to start out with an older game such as Unreal, one of my all time favorites.
I'm a total newb in the realm of game development. I understand how FMOD works as far as designing sounds, but I have no idea how to run it with a game such as Unreal and how you assign the sound events to the actions or objects on-screen.
My question is, has anyone out there done a sound mod for Unreal using FMOD or does anyone know how to run it with FMOD? Or should I pick another game to try to learn FMOD with?
Dustin
Re: Sound design with FMOD?
Posted: Wed Jun 09, 2010 7:33 pm
by []KAOS[]Casey
You'd have to start with the 224/226b{gold} public headers and look at UAudioSubsystem, you need to subclass that.
..although that is basically undocumented, and someone else would have to guide you.
Re: Sound design with FMOD?
Posted: Thu Jun 10, 2010 1:32 am
by Jet v4.3.5
Now, are you talking about getting sounds into levels or packages? It's not really Fmod specific, but if this is what you're talking about, I'd be glad to help you through it. Otherwise, I'm not too savvy with integration and the like, so I'd be no help in that respect.
Re: Sound design with FMOD?
Posted: Thu Jun 10, 2010 2:44 am
by Dustin H
I want to be able to get sounds into levels, replacing the existing ones. Basically, I want to learn how to use FMOD and learn a few basic programming commands so I know how to integrate the two. I've searched everywhere and can't find much useful information concerning FMOD.
Do I have to add something into the game's source code to run it? Sorry. Again, I don't know anything about programming really and I realize I've got a steep learning curve ahead.
Re: Sound design with FMOD?
Posted: Thu Jun 10, 2010 2:54 am
by KillerSkaarj
If you want to get sounds into levels, you could use the editor, but from what it sounds like, that's not what you want to do. In the latter case, I have no idea how to help :/.
Re: Sound design with FMOD?
Posted: Thu Jun 10, 2010 3:12 am
by Dustin H
That's what I was wondering. I know I can use the level editor to change out the sounds. I was just wondering if there was a way to integrate FMOD into the game. That's why I was wondering if I should just try a different game that already uses FMOD. It would be a lot easier I'm sure, but most games that use FMOD are newer games.
Re: Sound design with FMOD?
Posted: Thu Jun 10, 2010 5:06 am
by Smirftsch
hu?
We made FMOD available a few years ago already. At this time we worked only with the available public headers to make it.
Kerilk made FMOD while I made OpenAL for Unreal. Bundled with a new OpenGL I named it OMP (Oldunreal Multimedia Package). Guess it was 2005.
For 227 both were improved a lot and were integrated into the main patch.
Everything is in the download section.
Re: Sound design with FMOD?
Posted: Thu Jun 10, 2010 5:22 am
by Skw
You don't need to do anything. Just download and install latest 227 patch, it has already integrated FMOD and ALAudio. And they work great.
Re: Sound design with FMOD?
Posted: Thu Jun 10, 2010 4:55 pm
by Dustin H
I already have the 227 patch installed but I haven't installed the multimedia package yet. I'll work on it some more later tonight and see if I can get things figured out. Thanks for the help.
Re: Sound design with FMOD?
Posted: Thu Jun 10, 2010 5:06 pm
by Smirftsch
you don't need the multimedia pack if you have 227 installed. Its already included there!
Re: Sound design with FMOD?
Posted: Thu Jun 10, 2010 6:56 pm
by Dustin H
Ok, I see the fmod.dll file in the system folder for unreal. FMOD only runs project files in .fdp file format. What I'm trying to figure out is if there is an FMOD designer project file associated with the new patch or not.
Sorry for testing your patience. I'm just trying learning all this stuff. I've found a lack of useful resources on the subject anywhere on the internet.
Re: Sound design with FMOD?
Posted: Thu Jun 10, 2010 7:48 pm
by Jet v4.3.5
Now, if you're just trying to get sounds that you record or find online into the game, all you need is the editor, which should be included with the game, plus something like audacity to lower the bit-rate of your sound effects/make mono. Once you've done that, you can import into the editor easily and save it as a .uax file, if you're starting out with just importing. You can also put it into .u files and even into the levels using mylevel packaging, but if you want sounds in the game, you don't need anything Fmod specific, just a .wav file. Then you use the editor to get it in, and apply them to sound actors in levels to liven up your level, or have one-shot sound effects, or whatever.
Re: Sound design with FMOD?
Posted: Thu Jun 10, 2010 9:10 pm
by Dustin H
I know that I can use the unreal editor to change out the sounds (it looks very similar to the newer UDK) but the reason I'm going out of my way to try and use FMOD is because I want to learn how to use FMOD specifically.
I've seen one FMOD tutorial where the xml file was opened and the guy assigned his compressed fev audio file to the action programmed in the script.
http://www.youtube.com/watch?v=Vc11TTmY ... re=related
Does the source code contain these events in a similar fashion or is it entirely different?
I'm thinking I should take a couple of programming classes.