Archive for sander

Getting Started with FMOD Unity Integration (Blok3)

Download

Download FMOD Studio and Studio Integration. Install Studio and import the package in Unity.

There are FMOD studio Projects (examples) in the FMOD Studio application folder.

Integration

FMOD studio integration manual (the manual)

Horse Awesome Game’ FMOD and Unity (the simple example created during the lesson, contains both Unity and FMOD Studio). This is JavaScript code, if your game programmer works in C# it is best to use C# code.

For C# examples, see the Example Scripts in the FMOD folder in the integration package. Refer to the manual, section Contents / Example Scripts for a description. The example scripts are named FMODAsset, FMOD_Listener, FMOD_StudioSystem and FMOD_StudioEventEmitter. With these sample scripts, you’re ready to go.

FMOD

Again, use the SAME versions of FMOD Studio and FMOD Integration. Make sure your game programmer does the same. If not, you might get crazy amounts of errors in Unity. You might ask why I’m repeating myself over and over on this, but I’ve seen this happening over and over again.
If there are crazy amounts of errors, ask you programmer to double check the version.

During the lesson I showed:

  1. Create an Event
  2. Import Sounds into
  3. Create a Multi Sound
  4. Assign the event to a bank before building
  5. Building
  6. Export GUIDs

Remember:

  • Play percentage (right click sounds in multi sound)
  • Random value via add modulation (right click volume or pitch)
  • Seek Speed

Great tutorials to get started are all over YouTube. This playlist is rather complete:

Unity

After importing the package you’ll get an FMOD tab in Unity (menu at the top of the screen).

Import banks om het FMOD project te importeren en selecteer de folder Build in je FMOD-project.

Play music with a parameter (JS)

For C#, see FMOD_StudioSystem.cs in the Unity folder.

 

// Place at the top of a script

var Music : FMOD.Studio.EventInstance;

var Intensity : FMOD.Studio.ParameterInstance;

// Place in Awake and change the GUID-code (in GUIDs txt in your build folder).

Music = FMOD_StudioSystem.instance.GetEvent(“{ba0fe66d-901b-415b-b672-e360a8b6cddc}”);

Music.getParameter(“Intensity”, Intensity);

{

Debug.LogError(“Awe parameter not found on music event”);

return;

}

// start music

Music.start();

// Pass the parameter – somewhere in a function, e.g. Update() or OnCollisionExit()

Intensity.setValue(0.0);

Intensity.setValue(0.28);

Intensity.setValue(1.0);

Play in C#

using UnityEngine;
using System.Collections;

public class RobotSound : MonoBehaviour {

//looping sound with a parameter
FMOD.Studio.EventInstance walkingSound;
FMOD.Studio.ParameterInstance speed;

//oneShot + “initiation”
string deathExplode = “event:/enemies/explodeSmall”;

//initialise looping sound
void Start()
{
walkingSound = FMOD_StudioSystem.instance.GetEvent(“event:/enemies/movingSmall”);
walkingSound.getParameter(“parameterNameinFMOD”, out speed);
}

//Start and stop looping sound
void startWalking()
{
walkingSound.start();
}
void stopWalking()
{
walkingSound.stop(FMOD.Studio.STOP_MODE.ALLOWFADEOUT);
//OR
walkingSound.stop(FMOD.Studio.STOP_MODE.IMMEDIATE);
}

//oneShots start
void playExposion()
{
FMOD_StudioSystem.instance.PlayOneShot(deathExplode, transform.position);
}

//cleanup EventInstance, PlayOneShot() does not need this
//stop audio before cleanup!
void onDeath_or_Delete()
{
walkingSound.stop(FMOD.Studio.STOP_MODE.IMMEDIATE);
walkingSound.release();
}
}

Questions?

If there’s anything wrong, check/search the FMOD/Unity forum:
http://www.fmod.org/forum/viewforum.php?f=30

If there’s something really wrong and buggy, you could ask the developers at the FMOD in Unity questions section:
http://www.fmod.org/questions/categories/unity
You might have to wait for several days, especially over the weekend, so don’t rely on this when you have a deadline!

You could also email me. Just do it if you dare. 😀

Pitfalls

FMOD Studio has bugs. A lot of them. Fortunately, these are constantly being fixed, which is a good thing. That is why it’s tempting to update Studio and Unity Integration. Beware that new versions could introduce new issues with other code and libraries. FMOD projects are not necessarily backwards compatible, so you might make a copy first before upgrading your project.

Make backups. Make Backups. Make Backups! Make Backups! Just zip your FMOD project folder every now and then. I’ve completely destroyed an FMOD Studio project by opening it on a PC first and then on a Mac. FMOD support was willing to assist me on recovering the project but I was happy to restore a backup which opened fine.

“Being too busy to worry about backup is like being too busy driving a car to put on a seatbelt.” — T.E. Ronneberg

Install the latest drivers for M-Audio Fast Track Ultra on a 64 bit version of Windows 7 [solution]

When installing the latest version of the M-Audio Fast Track Ultra drivers (6.1.10) from this page you can get the following error:
This application has requested the Runtime to terminate it in an unusual way. Please contact the application’s support team for more information.”

The solution is easy. Unzip the downloaded file and right click the .exe installer. Choose Properties and then Compatibility. Select run as administrator and choose run this program in compatibility mode for Windows XP SP3. On my computer, the drivers installed without errors.

m-audio-fasttrackultra-error

Put out fire with BASS! – Sonic Fire Extinguisher

A duo of undergraduates at George Mason University in Virginia created a device that they say puts out fires with a pretty daft bass tone.

The Game Pulse – Timing Game Events and Music Events [PDF]

Here’s a pointer to a paper in which we examine how to design nonlinear music systems that allow for music events to coincide and correspond with dynamically changing game events. We address the challenges of connecting nonlinear music systems to gameplay and distinguish three approaches for timing time music events and game events: Trail, Sync and Lead. We explore these three approaches in the design case study Gluddle versus The Supervision, a game created by the authors. Our preliminary findings illustrate the benefits of combining Trail, Sync and Lead, positively influencing the game experience, but also the need for extra attention to gameplay balance and technical implementation.

Download The Game Pulse – Timing Game Events and Music Events

By Richard van Tol and Sander Huiberts – Proceedings Innovation In Music 2013. Innovation In Music 2013. Edited by R. Hepworth-Sawyer, J.Hodgson, R. Toulson & J.L. Paterson. ISBN 978-0-9561516-8-1

Diggin’ in the Carts – Japanese Video Game Music History

diggin-in-the-carts

Just after receiving the message that BEEP started filming at GameSoundCon (apparently, this really is the time for documenting Game Music History), Yme sent me a message about Diggin’ In The Carts. Diggin’ In The Carts is a new series from Red Bull Music Academy about the untold story behind the most influential music to come out of Japan. Check back each Thursday, from September 4th to October 9th, for new episodes, mixes, and bonus interview footage. Sweet!

[Go to the Diggin’ in the Carts website]

Beep: A Documentary History of Video Game Sound

Karen Collins is running a KickStarter for a game sound documentary: Beep: A Documentary History of Video Game Sound.

Pledge or read more on KickStarter!

Read more

Recent posts about sound and music you should definitely read

Enjoy the Music

Here are some inspiring posts about sound and music.

How sound affects the taste of our food
High-frequency sounds enhance the sweetness in food, while low frequencies bring out the bitterness. So could sound replace sugar? And what kind of music should restaurants play? [Read more]

Read more

The Sound of How to Train Your Dragon 2

It’s always great watching videos about the process of creating sound in a production and thoughts behind sound design. Here’s some background information about sound in How to Train Your Dragon 2.

“I always say that before you can design great sound for a movie, the movie has to be designed for sound…” – Randy Thom

[via Nola].

Tracktion 5 Colour Scheme (Dark GUI)

Just a quick notice, the Captivating Sound colour scheme for Tracktion 4 has been transformed into a Tracktion 5 colour editor preset and is present in the default installation. By popular demand, the colour editor has been reintroduced. So if you’re looking for the updated colour style, just update the program and select it in the settings menu!

This is what the Captivating Sound T5 GUI preset looks like:

Captivating Sound Tracktion 5 colour scheme available in GUI Tracktion 5.3.6!

Captivating Sound Tracktion 5 colour scheme available in Tracktion 5.3.6!

This is what the default GUI looks like:

Tracktion 5 default style

Tracktion 5 default style

Protected: Game Audio Collaboration Continued – The Handshake

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