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