A journey through FMOD: Part 2

Recently I have worked through GQ Audio’s tutorial on implementing FMOD into Unity’s Roll-A-Ball Game. In this entry I will show some of the events I created to implement my own audio into the game and discuss some important tips I picked up whilst completing this task. You can see a video of the game in action here;

In my last entry I spoke about stopping panning on an event in FMOD. I did this by turning the panner to mono. Whilst working on roller ball I have learnt that it can be better to simply delete the panner. This frees up memory in the game allowing it to run smoother.

no panner FMOD

To create the pickup I created a multisound event with randomize turned off. this was to play the files in sequence as they are a chromatic scale ending on a Cmajor chord. I chose a chromatic scale because as it rises it implies progression and there are 12 notes in the scale, matching the 12 pickups.

Randomize off and multisound FMOD

Next is the collision sound of the ball hitting the wall. As the ball can hit the wall at varying speeds it is important to make the audio reinforce that idea. Placing variations on the collision noise in the sndVel parameter, the game can correlate the velocity the ball is travelling at with the parameter. As the parameter rises the event changes in variation.

wallhit parameter FMOD

Next is the sound of the ball itself rolling. Similar to the collision noises, the ball must correlate its velocity to the audio to give a sense of speed. After creating speed variations on a short sound effect I made I ordered them in speed and velocity in to FMOD event parameter ‘rollVel’. These are then over lapped to make the transitions smooth and natural, and then automation added to the master gain pot on the parameter to make the raise in volume also correlate with the ball’s velocity.

Roll parameters FMOD

As you can see some of these areas are larger than others, this is because the ball struggles to get over velocity 10 so the changes in between 0-10 need to be clear and responsive. However the ball can on occasion travel over 10 and should show some change in the audio too.

Last of all I introduce a short musical phrase to signify the end of the game and the player has been successful (not that you can actually loose). An event is attached when the player reaches a total count of 12 pick ups. This then plays the short phrase. As the win state is instantaneous when the player picks up the last pickup, I created the music and the last pickup sound simultaneously. This meant no chromaticism could be heard and the music signified the end with a perfect cadence.

Logic sesh for FMOD

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