A journey through FMOD Part 1

This will be a documentation of my journey using FMOD in my professional and hobby activities. This maybe some insight for anyone learning the software, but it’s mainly just a way for me to record my progress. If you have any questions I would be happy to do my best to respond 🙂

Today I have been implementing some blanket audio for the Koru audio testing environment. My first challenge was that the distance parameters meant that the 200 distance sphere was too big for the player to hear the audio inside it. I attached an FMOD event to a clear 200 diameter sphere that was placed over the layer. This was to be the blanket audio layer, containing weather and any ambience/background noise.

Screen Shot 2014-10-23 at 00.10.58

After creating this, it was evident that the sphere was too big for audio to be heard inside it from the sphere itself. The audio was being emitted from the circumference not the centre. To fix this I turned the distance attenuation ‘off’. This is an effect send that imitates the effect a sound goes through between the emitter and the listener, this includes volume drop off and possibly frequency shifts.

Screen Shot 2014-10-22 at 23.58.29

This meant the emitter did not include a volume drop off by the distance it was to the player, because of this the audio was now audible to the listener. However when the player changed the view horizontally, the audio panned. Unlike other audio emitters, this is not acceptable for blanket audio such as weather and music.

To stop this I turned the panner to ‘mono’. This meant that when the player changed view the blanket audio did not pan.

Screen Shot 2014-10-23 at 00.03.37

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