Using and Learning FMOD

Upon using FMOD for a bit a started noticing it coming up a lot in the splash/loading screens of many games that I’ve been playing recently, highlighting its ubiquitous use.

We had a lesson with FMOD where we learnt the basics.

I spent some time afterwards looking at the exaples that came with FMOD when I downloaded it on my laptop. I can see why it it so commonly used as it is very good at mapping the parameters and ramping up elements, such as the right most screenshot where the intensity of rain is controlled quite fluidly.

We haven’t used FMOD in our project, however, I did find a useful website that provides tutorials on FMOD. The reason we didn’t use FMOD is that it would have required us all to use it in the project, and it would have added another layer of complication that was mostly unnecessary as most of our sound interactions are quite simple.

I found this website below that includes tutorials for game audio. The creator is a working audio programmer. It was ‘inspiring’ to see the reference below on his website that showed how his tutorials got him a job. This might be a good thing for me to explore in the future, I hope to make my personal website over the holidays and to implement sound into the website with either p5.js or Max’s RNBO.

I read a few articles on the FMOD offical website:

https://www.fmod.com/blog/untitled-goose-game-interview

https://www.fmod.com/blog/finnish-springtime-joonas-turner

this article talks about generative music, though I wont talk much about that here as I will be covering that in the other project, using Max RNBO in Unity. This is a good article though as it gives an exmples of how to make a generative composition in FMOD. If we were using FMOD in this project, I would have been tempted to do this for the painting scene, and i think it would work quite well.