I’m just learning about Fmod and videos like this are so helpful because they provide a practical insight into aspects of sound usage in games, “Do you see how a simple staple of player expectation actually uses three sound files and transitions between them”, then provides both a possible pitfall and solution in a concise manner that is instantly usable in other contexts conceptually. Thank you so much for this!
Man, I work as it analyst and I started looking for a new job. The moment I started reading all those super boring descriptions of those same things I felt I need to do something entirely different. Games have been with me since I was 4 and I love sound and audio but I never done anything about it. I found a reeeeally cool sounding job offer as junior sound designer, nothing fancy but the description was clear that they are a cool team. So I immediately started to learn fmod, it's a lot of fun so far and you can create really cool stuff, I hope I will manage to land that job and I must do everything I can to do so. Your short tutorials are super helpful, thank you!
@@SERGIORONCHETTI I am still tinkering today and I encounter a small problem. When I listen to an asset in assets on the left and then add it to audio track, on that audio track it sounds like it's mono and is very flat. Also when I click on the asset on the track in master window at the bottom, it sounds normal and only when I click Play it sounds flat. I cannot find a reason to this and didn't find any article or forum post about this. If you have any idea I would be very grateful, thank you!
These tutorials are great! Informative, but concise. One thing that blew my mind a while back was that holding Alt while twiddling a knob will add randomness. Just a great little time saver!
Nice! Command instruments can be so useful. I probably would have kept it all contained in one event by using a transition with a transition timeline to jump from the start sound to the loop, and then a transition region with a transition timeline and a “Stopping” transition condition to jump to the end sound, that way there would be fewer events in the project and only one event would need to be referenced in engine using play and stop. Like you said, so many different ways to do things in FMOD!
Love your tutorials man, it's amazing that You recorded so much content about Fmod! Keep it up. In the situation like the one on the video You could have also make the loop async and then make the loop only on the part of the loop that doesnt overlap the stinger. But it's great that Fmod gives us multiple ways of doing htese things ;)
Amazing how a tiny element (like Command in this example) can allow for so many possible ways to approach a problem. I definitely needed to see this; it really sparks creativity...until I am short on time, ending up stacking most unintuitive events mindlessly out of panic =)
I was struggling with this exact issue with a loop for a quick time event and its failure/success sfx, this was the key, you've been really helpful, thanks!!
Thanks for the video! I have 3 questions today 😂😂 Can I make a fade out for a "stop event" using the command instruments? What is it for "Set/Increase parameter??I think that dont change the parameters of the other event Whats the difference between Stop event and stop event inmmediate?
Hi Sergio! I have a peculiar problem and maybe you can help me. Is there a way how to actually cut/kill the sound that is triggered by Command instruments? I want to place it inside of a sound on the Direction parameter, so that the sound event plays only when I rotate "camera" to say +/- 30 degrees from zero point. It works, but - it always trigger new instances of that sound event without cutting the previous sound when I cross the Command parameter zone. I set "Cut" option to the sound event itself, but it doesnt work this way. For command instrument, i´ts always a new instance of the sound so it can spawn a lots of sounds across each other. Is there a workaround of any kind?...
I’m just learning about Fmod and videos like this are so helpful because they provide a practical insight into aspects of sound usage in games, “Do you see how a simple staple of player expectation actually uses three sound files and transitions between them”, then provides both a possible pitfall and solution in a concise manner that is instantly usable in other contexts conceptually. Thank you so much for this!
So glad you found this useful! Thank you so much for commenting!
Just getting started with Fmod for my indie game and your videos are amazing. Thank you so much!
so glad i could help!
Man, I work as it analyst and I started looking for a new job. The moment I started reading all those super boring descriptions of those same things I felt I need to do something entirely different. Games have been with me since I was 4 and I love sound and audio but I never done anything about it. I found a reeeeally cool sounding job offer as junior sound designer, nothing fancy but the description was clear that they are a cool team. So I immediately started to learn fmod, it's a lot of fun so far and you can create really cool stuff, I hope I will manage to land that job and I must do everything I can to do so. Your short tutorials are super helpful, thank you!
This comment fills me with joy - good luck with this new journey!
@@SERGIORONCHETTI I am still tinkering today and I encounter a small problem. When I listen to an asset in assets on the left and then add it to audio track, on that audio track it sounds like it's mono and is very flat. Also when I click on the asset on the track in master window at the bottom, it sounds normal and only when I click Play it sounds flat. I cannot find a reason to this and didn't find any article or forum post about this. If you have any idea I would be very grateful, thank you!
These tutorials are great! Informative, but concise.
One thing that blew my mind a while back was that holding Alt while twiddling a knob will add randomness. Just a great little time saver!
Yesss! So useful instead of right-clicking all the time. Glad you're enjoying them and thanks for letting me know!
Nice! Command instruments can be so useful. I probably would have kept it all contained in one event by using a transition with a transition timeline to jump from the start sound to the loop, and then a transition region with a transition timeline and a “Stopping” transition condition to jump to the end sound, that way there would be fewer events in the project and only one event would need to be referenced in engine using play and stop. Like you said, so many different ways to do things in FMOD!
Great idea too!
Love your tutorials man, it's amazing that You recorded so much content about Fmod! Keep it up. In the situation like the one on the video You could have also make the loop async and then make the loop only on the part of the loop that doesnt overlap the stinger. But it's great that Fmod gives us multiple ways of doing htese things ;)
Thanks for your kind words! And yes, another great alternative suggestion - Fmod is great like that :D
Thanks, Sergio. Loving your channel!
thank you so much for saying so!
thank u so much, super helpful videos. Well explained and super nice with 2min videos, easy to follow along and fun
@@Jose_diazlife so happy to hear that! Thanks for letting me know!
I will watch every one of these you make! Please keep making them! : )
I'm on it! \m/
Amazing how a tiny element (like Command in this example) can allow for so many possible ways to approach a problem. I definitely needed to see this; it really sparks creativity...until I am short on time, ending up stacking most unintuitive events mindlessly out of panic =)
Absolutely! Glad this helped!
I was struggling with this exact issue with a loop for a quick time event and its failure/success sfx, this was the key, you've been really helpful, thanks!!
So happy to hear! There are more ways to tackle this - even having all elements in one event - but whatever works for your project :)
Nice! You make great content to know how to use FMOD in a easy way :)
Thanks so much for saying so! This is exactly why i created this series :D
This is powerful.
Thanks for the info!
You're welcome! Glad it helped!
Another great video (fire emoji)
you're (fire emoji)!
daaamn
the power 😈
Nice! 👏🏻
im pogging this is insane. thank you
Thanks for the video!
I have 3 questions today 😂😂
Can I make a fade out for a "stop event" using the command instruments?
What is it for "Set/Increase parameter??I think that dont change the parameters of the other event
Whats the difference between Stop event and stop event inmmediate?
More videos incoming!!
Quick question, I take it the region size of the command instrument doesn't matter? As long as the timeline/playback interacts with it.
Great question! Yes, that's correct. All the command types are immediate effects
Hi Sergio! I have a peculiar problem and maybe you can help me. Is there a way how to actually cut/kill the sound that is triggered by Command instruments? I want to place it inside of a sound on the Direction parameter, so that the sound event plays only when I rotate "camera" to say +/- 30 degrees from zero point. It works, but - it always trigger new instances of that sound event without cutting the previous sound when I cross the Command parameter zone. I set "Cut" option to the sound event itself, but it doesnt work this way. For command instrument, i´ts always a new instance of the sound so it can spawn a lots of sounds across each other. Is there a workaround of any kind?...
Cooldown time in the Event Macros?? I have a video on that too in my channel