Get an inside look at a workflow for creating new FMOD events & implementing them into Unity.
FMOD is an audio engine which allows you to build and edit game sound effects in real-time and allows you to implement and improvise while connected to a game in Unity.
Demonstrating his day-to-day process as Audio Lead on the game Last Epoch by Eleventh Hour Games, John shows us his workflow for creation of an element:
- 1:21 - Designed Sound Effects
- 5:00 - Creating 3D Event in FMOD
- 7:51 - Creating Looped Event in FMOD
- 13:50 - Create 2D Event in FMOD
- 15:55 - FMOD Master Bank
- 16:39 - Unity Implementation
Some terms in this video:
- 2D Event - a stereo sound effects, ex. such as an ambience
- 3D Event - a sound effect which is position relative to the listener, moves around in 3D space in the game engine (in this case Unity), ex. such as a stationary object within the game the player moves around
- Events Tree - a window in FMOD which shows all of the FMOD Studio objects available
- Audio Bin - a window in FMOD which shows all of the available audio elements you can incorporate into your game
- Loop Event - a specific 2D Event which allows you to loop a specific sound effects loop as long as specific parameters are met during game play.
- Master Track - functions as the master bus of an event instance.
- Master Bank - contains data related to your project as a whole, including its mixer, buses, routing, and VCAs
- Audio Bank - your event compressed into one element which Unity uses to read & activate all of the changes occurring to said event during game play.
Checkout John's other video demonstrating the creation and implementation of custom sound design assets for first-person shooter gameplay & implementing them into FMOD.
Big thanks to John Pata for creating this tutorial video! Check out his website here.
Another thank you to Wesley Freeland for the music in the time-lapse section! Check out his website here.