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Music in Cutscenes


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#1
Blind Bard

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 Greetings there!

First of all, apologies if the issue has been risen again but the forum searcher didn't bring anything up :) Also, I wasn't sure if this post fits here more than the audio/music part, as it's kind of a cross-reference issue.

Now, can anyone help clarify some things? Firstly, how can you add music to a specific moment in a cutscene? Secondly, is there any way to "review" the available sounds/music and then perhaps edit them to fit the cutscene's "climaxes" etc?

If anyone can give a hand with these issues, I'd really appreciate it. Cheers!

#2
Beerfish

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There is a thread a bit down this 1st page of the forum to do with cutscene sound and music. I don't know if they came up with a solution or not but there was discussion.

#3
Blind Bard

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Aha, cheers Beerfish, I totally missed that somehow...



It's curious how one must depend on FMOD just to place a music piece on a cutscene. Meh, nevermind, I'll see if I can make it work.



Again, cheers for the help!

#4
Qutayba

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We did not, in fact, solve the problem in the other thread, so if you've stumbled across something, Blind Bard, let us know! The problem, as far as I can understand it, is that you can't create new FMOD fsb and fev files without wav files, and there does not seem to be a way to get resources out of existing fsb files without third party extraction programs, which work smoothly for voice over and music fsbs, but not so hot with sound effects.



It would be great if FMOD could open fsb libraries so you could copy and make use of its component resources in custom fsb's. Sound effects and music are the most likely elements that would be recycled by builders. The music works fine, but not the sound effects.



At present it seems impossible to make a soundtrack for a cutscene that includes music and sound effects the way the Bioware cutscenes do it. You can place sound objects in to the cutscene, but each object can only fire once. So, for example, a wolf growling for 20 seconds would need about 10 distinct sound objects placed in the cutscene, near the wolf object and active camera.



The Bioware builders that check out these forums have often said that sound is not their forte. Any chance they could send one of the sound people over here to give some advice in this subforum? I've worked through almost all of the aspects of module building that I'm going to need for my project (except modeling), and this issue seems to be the one thing I can't figure out or work around.

#5
Beerfish

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"is that you can't create new FMOD fsb and fev files without wav files, "



I'm not sure I understand this. In testing before ;launch I was able to make FMod events with MP3s and oogs which worked in the toolset (though I didn't test in a cutscene). I noticed there was something in the toolset wiki about adding music to your cutscene but I didn't read it over yet.

#6
hunharibo

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he didnt really mean wav files as opposed to any other sound file format, but resource type of sound files, whatever format they might be in. The truth is that the originals are also in fsb format, and you cannot extract the wavebanks from them (not in the case of sound effects, it works for music tho).

#7
Qutayba

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MusicPlayerX can extract the sound effect files, but will give them a generic name based on the fsb name rather than the interior resource name: effectively soundeffect536.wav rather than wolf_howl.wav: and since there are thousands of sound files . . .

And, yes, I believe that FMOD will read mp3 files and some other formats as well.  But not, ironically, files compressed within FMOD libraries.

Modifié par Qutayba, 21 février 2010 - 06:23 .