Our current #FMOD Studio 2.03.07 game audio course overview for March 2025, new material added as new features added ! All courses routinely use middleware updated within last two months. More details at School.VideoGameAudio.com
Our current #FMOD Studio 2.03.07 game audio course overview for March 2025, new material added as new features added ! All courses routinely use middleware updated within last two months. More details at School.VideoGameAudio.com
Mornin' everyone! Is there a FOSS equivalent to FMOD? Preferably compatible to Godot. Thanks!
¡Ayuda jugones como @pos_yo y @edlinks!
Sale #glibc 2.41 y rompe algunos juegos nativos (antiguos), al parecer, con librerías #FMOD en Mono (Unity). Uno de ellos es #Celeste. Yo tengo #ArchLinux con dicha actualización. Pero, claro, uso la versión #flatpak de #Steam. Y me funciona bien el juego.
Lo que no entiendo es si el tiempo de ejecución que usa Steam (que no es precisamente de estar al día) como se le rompe los juegos a la gente.
Leonard Paul's "Principles of Interactive Music: CS:GO, NBA Jam, Eco, Sim Cell" talk from #GameSoundCon is now available + slides !
https://www.youtube.com/watch?v=xZb9mlsZGEc&list=PL17-p74MQ_0STwm-hfUC3Nyl2X2kD7Y_b #gameaudio #gamemusic #Wwise #FMOD #PureData
Found about 17Gb of my own music from like 15 years ago, a lot of darkish tracks
Also, camera is now slightly moving left and right during steering
And organized my audio code a bit so I can have music as well
I created a component in Unity to randomise the playback of FMOD events in various ways.
Check out how here (full code available): https://ashleywills.co.uk/random-playback-of-fmod-events-in-unity/
Dang. Just saw that Alessandro Famà have ceased maintenance and development of the FMOD for Godot addon.
Guess it's forking time.
Man I am running into a wall with #FMOD replication in #UnrealEngine
When you enter a water volume, I have it set to play a client-side event that does an underwater effect.
If a remote client goes into water, they're the only ones who get the underwater effect and it's good.
If the host goes into the water, everyone gets the underwater effect. The event instance isn't set to replicate and the client-side event does NOT run on remote clients... But they get the underwater effect anyways.
New expanded features for #composers in our interactive music add-on for #FMOD Studio 2.03.01 + #Wwise 2023.1.3 with Cropout UE5.4.1 game. Now includes parameters for all resources so music can dynamically react to player progress.
Quick #gameaudio tech tip: Visual Studio tracepoints are great for tuning/taming Unity game parameters in real-time ! Example of tweaking angular velocity parameter for a creaky crane wheel in #FMOD Studio:
Working full-time & looking to improve your #gameaudio skills? Less than 48 hours (Apr 19) to sign-up for our online courses in #UE5, #FMOD, #Wwise, Unity & Pd - can be completed over 4 months @ 1+ hour / weekday
Info+contact: School.VideoGameAudio.com #gamedev
I really need to learn more about WebGL and audio.
I am never happy with the results of my WebGL builds compared to the win builds, (this is in unity right now but perhaps godot in the future?), using FMod...
So that will be the mission, (more likely side quest!), these next couple of weeks!
(If anybody has any insights or learning resources you can point me toward, I'm all ears!
Ha!)
Today's journey: attempting to add web support for #FMOD in #GodotEngine
Not a great start, let's see what that is about.
Working full-time & looking to improve your #gameaudio skills?
Less than 2 weeks (Apr 19) to sign-up for our online courses in #UE5, #FMOD, #Wwise, #Unity & #PureData - can be completed over 4 months @ 1+ hour / weekday
Info+contact: http://School.VideoGameAudio.com #gamedev
Our new name standard for sounds in #VRising!
Its a lot easier to find sounds now and not at all difficult to search!
#fmod #sounddesign #gameaudio #sound
....and perhaps even more interesting is discovering we can access the #Wwise WAAPI #API directly from Reaper's ReaScript (Lua)!
https://blog.audiokinetic.com/en/waapi-in-reascript-lua-with-reawwise/
I learnt something important about Linux audio last night.
I noticed that I had no sound in X-Plane 12 (a flight simulator) while also being in a Discord call in Firefox. Apparently, certain FMOD applications check if PulseAudio is installed and fall back to ALSA if it isn't. Now, I have PipeWire installed to fix the mess that is Linux audio once and for all. So TECHNICALLY PulseAudio is not installed. And that's exactly what X-Plane detected, which then tried to gain complete control over the sound hardware through ALSA, which it couldn't.
The "fix" was to symlink `/bin/pulseaudio` to `/bin/true` to make it look like PulseAudio is available which tricked X-Plane into going through PulseAudio (and therefore through PipeWire) instead.
That was one of the weirdest problems I've ever encountered.