
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.
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 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 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.
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.
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.
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