I've been meaning to update this thread for a week or so after having a very productive chat with
Mooglator and especially
Cuvieronius from the BG2R team. Both of them pointed me in the direction of Cuv's
How to: Add New Music and Sounds tutorial on the BG2R wiki. And of course we have
DahliaLynn's
How to: Add New Music to a Cutscene.
FMOD seems to be pretty well covered by the PDF that accompanies it; the wiki's
FMOD and (unhelpfully named)
How To pages and the two tutorials mentioned above. Admittedly I haven't done more than scratch the surface as I think there are more basic concerns to address first.
That said Cuv has kindly donated a base FDP which should make things easier for budding sound designers. I'm planning to make this available with the next batch of Community Contests which will include a couple of contests for the audiophiles among us.
Getting back to the more basic concerns I'm was more interested in how designer actually use sounds and music in the toolset. Unfortunately the wiki seems to be lacking in this regard ...
The Information in the Toolset Wiki Ignoring the articles mentioned above there seems to be little information about how to use existing music and sounds or how to go about designing and organising the music and sound for an area.
The
Area page has a section for volume objects which has links for audio volumes, reverb volumes and music volumes. Unfortunately all of them are redirected to the
Volume object page and while it has a section for each, it actually contains very little useful information.
Similarly the
Sound and music portal has the links for the volume types so nothing is gained there.
The
Area tutorial has a Sound section right at the end of the lesson but it simply links to the
Sound page.
The Sound page provides some information on Audio Volumes and Emitters. However it glosses over Reveb Volumes and doesn't have any information on Music Volumes.
In my quest to find out how to use existing sounds and music I kept running into dead ends or only getting a sliver of information. There is, for example, nothing I could find anywhere in the wiki that talks about how to set up and use Music Volumes. This could be simply because it is blindly obvious but, while I can hazard a guess at how it might work and then go on and test it, either way I'd rather see it written down somewhere.
Queries - When I drop them into an area, most of my sound objects have a red frame around them (and don't appear to work) others have a yellow frame around them (and appear to work). Why do some work and others don't? What do the colours mean?
- The sound objects that do work are very, very quite in the toolset. How can I make them louder? How do I ensure what I hear in the toolset will be what I hear in?
- With the Sounds stats button pressed (active) on the area toolbar throws up lots of information (example below) what does it all mean? Can and do we need to use it?
emit=0 snds=2(8,1), playin snds=1, inact=0|r ch=1, v ch=0 | men=4.49MB, mempk=10.06Mb, cpu=0,54 (dsp=0.25,str=0.01,u=0.01) mpg=0
'amb_oneshots' -1,
Reverbs: '<>SYS, <>SYS,<>SYS,
P:0(1) [i=4 ia=1] r=0 v=0, 3D (a resource path) rv=<>[d=23.19(20.00)] ocl=0.00(0.00), t=0.00 aud=0.00 len=6192
P:1(1) [i=4 ia=1] r=1 v=0, 3D (a resource path) rv=<>[d=23.19(20.00)] ocl=0.00(0.00), t=0.73 aud=0.10 len=1688
Breaking it down So taking my original list; the information Cuv provided and my own dabbling/research I've tried to refine/expand my list:
- Overview of sound objects (exists: move/clean up/expand)
- Overview of audio volumes (exists: move/clean up/expand)
- Overview of music volumes
- Overview of reverb volumes (exists: move/expand)
- Overview of sound sets
- Overview of voice over
- Adding music to an area
- Adding sounds to an area (exists?)
- Adding music to a cutscene (Dahlia's tutorial)
- Adding sounds to a cutscene
- Adding both music and sounds to a cutscene
- Creating custom sound sets (creatures/NPCs)
- Creating custom sound sets (companions/player)
- Adding new VO to a new conversation
- Adding new VO to an existing conversation
- Extracting VO from an existing conversation for reuse
- Controlling music through scripting
- Controlling sounds through scripting
- FMOD events (and how they relate to the toolset/game)
- Definition of 4.0 Ambiences
- Definition of 3D placeable emitters
- Definition of 3D area effect emitters
- Adding new music and sounds (Cuv's tutorial)
- Sound and music file naming conventions
- Controlling sound/music volume in conversations/cutscenes
- Setting music intensity after cutscenes (gen00cs_end_music_int_*)
- "Sound set" conversation technique for cutscene dialogue
- Sounds stats
- Sounds in visual effects (VFX_base)
Modificata da Sunjammer, 05 settembre 2011 - 08:05 .