
Receive practical tips and concise guidance for FMOD in game audio, with open community support via the Facebook group and the Mod official forum for faster answers.
Download FMOD for Unity version 2.11 on Windows 64-bit, then install Unity via Unity Hub. Use pre-releases or the archive to access Unity 2021.3.16 and complete the setup.
Create a new Unity project named Unity Viking Village. Import the Viking Village asset from Unity Asset Store via the package manager and open the Viking Village scene to begin.
Navigate a Viking village in unity, using w, a, s, d to move and the mouse to look, while planning ambiences, water and fire sounds for FMOD game audio.
Save the fmod project and build banks, import fmod for Unity package in Unity, link the fmod project to your Unity scene, replacing Unity audio listeners and disable audio building.
Learn how to link FMOD with Reaper, set the Reaper path, configure render assets, and import rendered WAV files into a 2D timeline for streamlined game audio.
Discover how FMOD effects shape game audio, from eq and graphic equalizers to reverb, compression, delay, chorus, distortion, panning, and 3D specializer workflows.
Navigate, edit, and use shortcuts in FMOD to control playback, cut and paste audio, and build banks; use fade, trim, loop, and randomize effects, with access to mixer and assets.
Explore FMOD overview to learn how assets, banks, and events are organized, with 3D diegetic events inside the world and 2D background music or area soundscape.
Build an audio list for game scenes by sourcing torch, waves, wood crackling, boat, and farm sounds from freesound.org, then evaluate length, spectrum, and licensing for use.
Organize downloaded audio in FMOD for game audio by creating a new folder named Ambiances and dragging the audio files into it.
Create 3D timeline events for small and big torches in FMOD for game audio, assign them to the master bank, and align their loops on audio tracks.
Create a 2d soundscape with a 2d timeline, multi-instrument boxes, and a scatter instrument to blend birds, crickets, and frogs in a dynamic loop.
Create a stable FMOD event for farm soundscape by adding a 3D timeline and using scatter instruments with async looping, 1–6 second spacing, 70% probability, and pitch and volume randomization.
Create a 3d timeline event named waves assigned to the master bank, import wav tracks, set loop regions to loop forever, enable autoplay, and adjust volumes.
Create a 3d wheel sound event with three async looping tracks, apply a compressor with a 5:1 ratio, and use a multi instrument with probabilistic playback and random pitch modulation.
Create a 3d timeline workspace with wood and metal sounds and voice, using probability-based looping and async loops, apply multiband eq with pitch modulation and a 24 db/octave high-pass.
Create a bar in FMOD for game audio workflow, build a 3d timeline, loop bar music, and apply a low-pass filter on the master to simulate hearing from outside.
Explore how to set sustain points, create transitions and markers, and build seamless loops in game music using discrete end parameters in FMOD.
Learn how to create and automate a drum volume parameter in FMOD for game audio, controlling automation speed and curve to shape drum dynamics.
Learn to crossfade instrumentation in FMOD by using an instruments parameter from 0 to 1, automating transitions between sections and layering drum and music tracks with precise looping.
Add a transition region to the loop and apply bar-based quantization, with bpm and time signature set, then fine-tune fades by dragging source and destination audio to avoid abrupt cuts.
Create a randomized seven-section music setup by using destination markers for sections, custom transitions with calculated probabilities, and manual routing to preserve fades, time signature, and bpm.
Attach FMOD Studio listener to camera and add a Studio Event Emitter on the player to trigger a 2D soundscape that plays at start and stops on destroy, dogs barking.
Apply ahdsr modulation to the fmod master fader to fade the soundscape in and out, using 1000 ms attack and release.
Create a trigger area in Unity, and use an FMOD studio event emitter to play when the player enters and stop on exit, with attenuation adjustments.
Position four sphere emitters around the scene using the FMOD Studio Event Emitter to play waves, set attenuation to 30–35, and start on game start with panning by emitter location.
Create a bar as a large 3d cube and attach an FMOD studio event emitter that starts on trigger enter, with stop event none and customized attenuation labeled bar.
Set up a 3D sphere trigger with an FMOD studio EventEmitter to play the Odin call on entry, so the music stops as you approach and boats' sound design plays.
Attach fmod studio event emitter components to torch prefabs to play fire sounds on start, adjust attenuation to a short range, and save to apply to all torches at once.
Attach an fmod studio event emitter to the item to play wheel sound when it starts, set emission count to seven, and save, test, noting changes won't persist after stopping.
Create a 3d object cube named workspace and set it as a trigger. Add an event emitter to start playback on entry and adjust attenuation to ten, then save.
Implement music triggers in Unity using FMOD Studio parameter triggers to switch instrumentation and drums as the player moves between zones, with an end trigger to stop the music.
Learn to control game music with an on off parameter in FMOD by automating the master channel, so music plays when the parameter is 1 and stops when 0.
Explore Unity integration with FMOD by using studio parameter triggers to switch music on and off as you enter or exit trigger boxes, with a two second transition.
Use the FMOD mixer window to create groups under the master bus, route events into groups, and send post-fader signals to a global reverb with dry and reverb controls.
Organize fmod events in unity by creating fmod events folder and grouping music and sfx, then use a mixer with music and sfx groups; save banks with ctrl+s and f7.
Explore snapshots in FMOD within Unity, adjusting ambient high-end frequencies when inside environments, and route footsteps to a dedicated reverb, activated by trigger enter and exit.
Illustrate creating a losing senses effect with FMOD snapshots by lowering the sound effects volume by 10 dB and decreasing pitch by 4 semitones, for soundscape and music.
Use FMOD snapshots to drive health-based audio changes in Unity. Create an overriding health snapshot that lowers high and mid frequencies, adds breathing sounds, and increases pitch as health drops.
Enable live updates in Unity editor, then use the FMOD mixer to balance events by adjusting drums, sound effects, and music, tweak attenuation and radius, and save to hear changes.
Explore sandbox testing in Unity by creating a new scene, placing a 2D soundscape and music events, and auditioning them from different sides and distances around the listener.
We cover a lot of topics in this FMOD for game audio course. Ask questions, share final results, and connect with the community on Facebook.
3 hours of condensed material. Straight-forward and concise classes.
If you wonder how sounds are implemented into games, this course you tell you all about it.
FMOD is an audio middleware that creates probability, looping sections, and parameter triggers, among many other useful tools to create living soundscapes and music interactions.
Your studying tools for this course will be the softwares: FMOD & Unity, and the free asset pack 'Viking Village', of which you'll be giving life to, through sounds.
Here's a full list of things we'll be talking about in this course.
1) Installation & Setup
-FMOD & Unity Download
-Creating Unity Project, Importing Viking Village
-Unity Navigation, Viking Village Overview
-Linking FMOD to Unity
2) Preparation & Side Notes
-Linking FMOD & Reaper
-Navigation, Editing and Shortcuts in FMOD
-FMOD Effects Overview
3) FMOD
-FMOD Overview
-Making an Audio List and Where to Look for Sounds
-Adding Assets and Making Folders
-Creating Events - Action vs Timeline Events - Torch
-Soundscape 2D - Multi Instrument
-Stable Event - Scatter Instrument
-Waves Event - Asynch Options
-Wheel - Pitch Shifter & Compressor
-Workspace - Probability + Multiband EQ + Modulation
-Bar - Creating Outside Perspective (doors closed)
-Boat Sound Design - Finding Loop Spot
-Music Part 1 - Exporting Stems, Tempo Markers
-Music Part 2 - Parameters, Transitions & Markers
-Music Part 3 - Parameter Sheet + Automation, Seek Speed
-Music Part 4 - Crossfading Instrumentation
-Music Part 5 - Transition Region + Quantization
-Music Part 6 - Magnet Regions + Quantization
-Music Part 7 - Randomizing Sections
4) Unity
-Adding FMOD Listener and 2D Soundscape
-AHDSR - Fading In and Out FMOD Events
-Stable - Trigger Enter & Exit
-Waves - Sphere Emitters
-Bar Emitter
-Boat - Odin Call
-Torches - Adding Emitters on Prefabs
-Wheel - Adding Sounds to Items
-Workspace Emitter
-Music Triggers
5) FMOD & Unity
-FMOD - Music Part 8 - On Off Parameter
-Unity - Music On Off Trigger
-FMOD - Footsteps
-Unity - Footsteps
-FMOD - Mixer & Creating Groups
-Unity & FMOD - Organizing FMOD Mixer and Events + Unity Events
-Unity & FMOD - Snapshots Part 1 - Inside Perspective
-Unity & FMOD - Snapshots Part 2 - Losing Senses Effect
-Unity & FMOD - Snapshots Part 3 - Health Parameter
-Unity & FMOD - Live Mixing, Basic Tweaks
-Unity & FMOD - Sandbox