ABSTRACT
FMOD has been designed to look familiar to anyone who’s used a DAW, but, as we’ll see, it has some very different capabilities.
In this chapter, we’ll give an overview of the FMOD interface, using the Examples project that comes with the default installation. We will look at:
the Event Editor and view options
the Events, Banks, and Assets Tabs
FMOD Banks
saving and Building Banks
the Deck
Instruments, Tracks, and Master Tracks
the Overview
the Timeline
creating Events and file organization
naming Events (the importance of spelling and casing [PascalCasing and camelCasing], characters to avoid in file names)
Next, we’ll walk the reader though creating their first FMOD project. This project will eventually act as the FMOD project for the finished game, so we’ll start by creating our footsteps Event, as well as Jump and Land vocalizations (these will be the first sounds we will be adding to our game).
This chapter will introduce the reader to:
Foley
importing and organizing audio files to FMOD
Single Instruments
Multi Instruments
Instrument probability weighting
track layering