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Questions tagged [fmod]

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I have 500 voice lines as .wav files, coming from 20 different voice actors who spoke each in their home studios with different voice volume. In the game, the different volume of each line comes ...
user41258's user avatar
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1 vote
0 answers
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FMOD's latest release a few weeks ago has some great new features for authoring haptics! Detailed Revision History discussing features. However, the features are only available on Windows, not Mac. ...
Lance Montgomery's user avatar
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1 answer
188 views

I’m trying to enable metering, but I keep getting this error. Here’s my code. ...
Programmer9000's user avatar
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1 answer
285 views

When I imported the FMOD plugin into a Unity WebGL project, then removed it afterwards, I wasn't able to build it due to errors about trying to copy an FMOD file: fmod_register_static_plugins.cpp ...
Ignis Incendio's user avatar
1 vote
1 answer
504 views

I would like to dynamically "build" a song in my game by adding/removing instrument layers. This is normally possible exporting each instrument layer as a separate track, but this method is not so ...
Andrea Tucci's user avatar
1 vote
0 answers
137 views

I am currently trying to implement a simple soundtrack in the Unity3D Angry Bots Demo using FMod. I created an event with a Multisound Event, containing 2 loops a 16 Bars. The event is 16bars long and ...
Michael Klier's user avatar
3 votes
1 answer
1k views

I am trying to export the current sound that is being played by the FMOD::System into a WAVE file by calling getWaveData(). I ...
eddietree's user avatar
2 votes
2 answers
2k views

After reading documentation and tutorials about fmod I still have a question about frequency ranges. I've found how to get a frequency range using low and high pass DSP at the same time on the main ...
lvictorino's user avatar
  • 2,624
1 vote
1 answer
1k views

On Xbox360 XHV2 is used for dealing with voice data, and XAudio2 is used for the low-level processing of that data. What is the XHV2 equivalent under Windows, assuming FMOD is used for the low-level ...
Jim Buck's user avatar
  • 345
6 votes
2 answers
4k views

How do you pros out there implement footstep sounds in so that they're synced with character animation? I have an idea in mind: an FMOD event that has two footstep playback triggers, and a parameter ...
michael.bartnett's user avatar
2 votes
2 answers
1k views

So, as the title says, I want to be able to play NSF files using FMOD, because my project already uses FMOD and I'd rather not replace it. This will involve figuring out how existing players and ...
Tesserex's user avatar
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5 votes
1 answer
2k views

I'm using FMOD (with C++ syntax, not C) and I'm having trouble getting the wave data of a whole sound file. Channel::GetWave() only gets the wave data of the area on which it is currently playing. ...
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