GAMES GATHERING 2018 KYIV

FMOD - connecting developers with sound designers

Talk recording: FMOD - connecting developers with sound designers

Alon Kaplan

Hall:
Earth Hall (Sound/VR Track)

What the talk is about

Alon Kaplan shows how the FMOD audio middleware lets sound designers and composers do much more without relying on programmers. He starts with sound effects: randomized pitch, volume and start position, weighted variations, and the cloud sound library inside FMOD. Next comes adaptive audio: trigger zones in the engine can change reverb, footsteps or music, and a car engine is built from layers that crossfade with speed. For music he covers parameters such as intensity or health, transition speed, seamless loops that keep the reverb tail, and layered arrangements. He also mentions live connection to the running game, an in-game mixer menu, VR support, and an asset list spreadsheet for working with developers. Useful for composers, sound designers and developers who want to take load off code.