The wiki has a lot of detailed information on FMOD, but I need some help figuring out how to start. I'm just trying to add a wav to the toolset such that I can play the sound in a cutscene. I tried the following:
1. Create a new project.
2. Create a new sound definition, add the waveform to it.
3. Create a new event group.
4. Create an event in that event group.
5. Build the project.
6. Put the .fsb in my addin/module/override folder.
7. Restart the toolset.
However it doesn't seem to show up. What am I potentially doing wrong?
Need simple FMOD help
Débuté par
FergusM
, mars 14 2010 09:15
#1
Posté 14 mars 2010 - 09:15
#2
Posté 28 avril 2010 - 10:12
Try copying 4 FMOD output files, the .fsb, .fsb.seq, .fev, and .fev.seq. The .fev et al is the major folder in the Toolset and the .fsb et al is the minor folder. My guess is the .fsb didn't show in your Toolset because there was no major folder.
For reference:
Getting WAVs into the Toolset: Quick and Step By Step.
1) Fire up FMOD. Mine is C:/Program Files/Dragon Age/tools/FMOD Designer/fmod_designer.exe
2) In FMOD select File, New Project. The file name you use (without the directory or extension) will be the outermost folder in the Toolset's Sounds palette list. The game uses names like 'bcd_proving' here. Note: Caps and spaces are OK. Imagine that.
3) FMOD's main window should be showing the Events tab with the Hierarchy subtab. Click on 'untitled' in the hierarchy and change it's name in the Hierarchy Properties box, lower right. The name you enter will be used as a subfolder in the Toolkit's Sounds palette list. The game uses names like '3d_areaeffect' here.
4) Set the output or Build directory in the Project Properties box, upper right. Mine is 'My Documents/Bio Ware/Dragon Age/AddIns/{My Module}/module/override'
5) Drag-and-Drop .wav files (.midi too!) onto the hierarchy folder you renamed from 'untitled' in step 3 above.
6) In the main menu click Build, Build project... Check the default wave bank check box (or click Select All), click Build, OK, then Close.
7) Fire up the Toolset (or press F5 - Refresh) and check out your wav file in the Sounds palette under the folders you created in FMOD. Too cool!
For reference:
Getting WAVs into the Toolset: Quick and Step By Step.
1) Fire up FMOD. Mine is C:/Program Files/Dragon Age/tools/FMOD Designer/fmod_designer.exe
2) In FMOD select File, New Project. The file name you use (without the directory or extension) will be the outermost folder in the Toolset's Sounds palette list. The game uses names like 'bcd_proving' here. Note: Caps and spaces are OK. Imagine that.
3) FMOD's main window should be showing the Events tab with the Hierarchy subtab. Click on 'untitled' in the hierarchy and change it's name in the Hierarchy Properties box, lower right. The name you enter will be used as a subfolder in the Toolkit's Sounds palette list. The game uses names like '3d_areaeffect' here.
4) Set the output or Build directory in the Project Properties box, upper right. Mine is 'My Documents/Bio Ware/Dragon Age/AddIns/{My Module}/module/override'
5) Drag-and-Drop .wav files (.midi too!) onto the hierarchy folder you renamed from 'untitled' in step 3 above.
6) In the main menu click Build, Build project... Check the default wave bank check box (or click Select All), click Build, OK, then Close.
7) Fire up the Toolset (or press F5 - Refresh) and check out your wav file in the Sounds palette under the folders you created in FMOD. Too cool!
Modifié par QuickQuipt, 28 avril 2010 - 10:53 .





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