
Concatenative Synthesis Secrets: Better Footstep Audio Design
A tutorial on how to create more variations and ultimately better immersion by using concatenative synthesis or “back to back” samples. This method is often used for automated voice systems. It’s also been explored musically by different artists. Rodrigo Constanzo has created a drumming system based on this synthesis technique.
Bending Sound – Doppler in FMOD
Doppler (after Christian Doppler) is a sound phenomenon used in many fields. In music, we know it from the Leslie effect. Outside of passing objects like cars and others, It’s often used in sound design and game audio and here’s a tutorial on how to implement this effect with FMODs built-in Doppler shifter effect.
Fmod Async explained
The async setting in FMOD allows sounds to play from start to finish regardless of where the playhead is positioned. It’s similar to a sampler’s “one-shot” play mode but its behaviour can be difficult to understand at first so here’s a tutorial that might be helpful to figure out its use.
FMOD Un-even loops
Often events when setting up playback behaviour in FMOD is based on looping instruments. But how to deal with loops that are of different length might not be immediate obvious so here’s a few tips on how to approach this in a session.
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FMOD – the basics: Working with music loops
Adding music loops, markers, transitions and basic navigation methods in FMOD.
Advanced Snapshot Mixing in FMOD & Unity without any code
Reverb/mix zones is a hugely useful tool when sculpting sound and music in a game and fortunately FMOD offers an easy way to set up so-called mix-snapshot events without the need for a code or a coder. The latter is useful as they tend to often be busy people so this workflow allows a sound or music designer to set up the game integration themselves.
Vertical Composition Examples
Two examples with increasing complexity of how vertical composition can be achieved in FMOD
Adding Google Resonance plugin to FMOD and Unity
Google Resonance is a free plug-in for FMOD to implement additional tools for spatial audio. It’s now deprecated but the “Occlusion” parameter can be used to set up audio in occlusion in games using a detection system e.g., ray-cast and can be a useful way of exploring this type of audio game mechanic.
FMOD/Unity Sounds in random location
There are a few ways you can randomise sound to different locations using FMOD with the “Scatter instrument” probably being the most immediate. But sometimes you want the randomisation to be controlled to specified point locations in a game and here’s a guide to set this this up using some hopefully quite straightforward code.
Endless Eno using FMOD…
Brian Eno Discreet music ideas by using FMOD. Super simple setup but a huge amount of variation. 3 audio files, each in async mode with randomised start points and ADSRs for the releases. Works best with minimalistic compositions.
FMod Replace files
Quick tip on how to replace files in an FMod project.
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