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Fmod Sound System Engine


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#681 _248615

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Posted 21 February 2012 - 01:15 PM

Hi guys,

I've been fighting with al this a lot. Being a composer and sound designer I'm more towards the art of making music then the art of implementing :)

I'm working on a project that requires a multi channel audio track (an adaptive-ish music track)
I made a project in FMOD and loaded the multi channel ogg file in there made the tensions and build it....but now what?
Both my companion and me are noobs at this. Can we implement this and if so....how.

Thank you very much for any pointers you could give us.

Kind Regards,

Niels
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#682 icuurd12b42

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Posted 21 February 2012 - 08:44 PM

Hi guys,

I've been fighting with al this a lot. Being a composer and sound designer I'm more towards the art of making music then the art of implementing :)

I'm working on a project that requires a multi channel audio track (an adaptive-ish music track)
I made a project in FMOD and loaded the multi channel ogg file in there made the tensions and build it....but now what?
Both my companion and me are noobs at this. Can we implement this and if so....how.

Thank you very much for any pointers you could give us.

Kind Regards,

Niels


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#683 Southman

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Posted 22 February 2012 - 01:22 AM

Are you sure you have a version that is recent? like less than a year old at least. Like I said, I fixed this problem like 2 years ago. I just re-tested wma, mp3 and ogg and I have no gap. Start GMFMODDemo, say No, Top Down Demo when the message appears. Then hit N for the next room, N again for the empty room. click the background to add a sound, click the sound to set it up via the pop up menu, set the file, then start the loop, then set the position to 99 so it's at the end.


The FMOD Version? The one i have now, i downloaded like 2 weeks ago.
The lame encoder, is a couple months old.

I downloaded lame enc, and ogg enc today, and will re-render the songs and encode them as mp3 and ogg, and test them tomorrow. if it doesnt work, them im out of luck, because i planned on the music being a big part of the game
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#684 icuurd12b42

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Posted 22 February 2012 - 01:30 AM


Are you sure you have a version that is recent? like less than a year old at least. Like I said, I fixed this problem like 2 years ago. I just re-tested wma, mp3 and ogg and I have no gap. Start GMFMODDemo, say No, Top Down Demo when the message appears. Then hit N for the next room, N again for the empty room. click the background to add a sound, click the sound to set it up via the pop up menu, set the file, then start the loop, then set the position to 99 so it's at the end.


The FMOD Version? The one i have now, i downloaded like 2 weeks ago.
The lame encoder, is a couple months old.

I downloaded lame enc, and ogg enc today, and will re-render the songs and encode them as mp3 and ogg, and test them tomorrow. if it doesnt work, them im out of luck, because i planned on the music being a big part of the game


You can send me the mp3s. it's worth taking a look at them (I should have asked that in the first place)
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#685 Southman

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Posted 22 February 2012 - 12:00 PM

...
You can send me the mp3s. it's worth taking a look at them (I should have asked that in the first place)


alright, heres 2 of them ( i dont have time to upload the rest.)

http://www.upurload....caea2c59e65.mp3

http://www.upurload....2fe393ffa9b.mp3
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#686 icuurd12b42

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Posted 22 February 2012 - 04:19 PM


...
You can send me the mp3s. it's worth taking a look at them (I should have asked that in the first place)


alright, heres 2 of them ( i dont have time to upload the rest.)

http://www.upurload....caea2c59e65.mp3

http://www.upurload....2fe393ffa9b.mp3


They loop absolutely perfect over here. no gaps, streamed or not. Did you try what I said in the demo program with adding a sound in the room and setting it up via the pop up menu?

Are you calling FMODUpdate() every step?
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#687 Southman

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Posted 23 February 2012 - 01:44 AM

i did and it didnt work.
i fixed it though. apparently, there were very short parts of silence in the songs. for some reason, it looped perfectly in my music player, but not in fmod. i cut out the silence, and its all good now.
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#688 _248615

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Posted 23 February 2012 - 06:30 AM

tell us more


What do you need to know?

I made it in FMOD Designer 2010, made a project with a multichannel track (5 stereo track which I compressed in to one multichannel track in audacity)
In Fmod I have made an multi-track event in FMOD loaded the multichannel track in there, set the parameter values and added the channel mix effect to the layer.
Playing results in the wanted effect :) Though how to implement this in GameMaker...

I hope I told you enough already, if not please let me know what you need ;)

Thanks in any case.
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#689 icuurd12b42

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Posted 23 February 2012 - 07:23 AM


tell us more


What do you need to know?

I made it in FMOD Designer 2010, made a project with a multichannel track (5 stereo track which I compressed in to one multichannel track in audacity)
In Fmod I have made an multi-track event in FMOD loaded the multichannel track in there, set the parameter values and added the channel mix effect to the layer.
Playing results in the wanted effect :) Though how to implement this in GameMaker...

I hope I told you enough already, if not please let me know what you need ;)

Thanks in any case.


Ah, those extended features (of FMOD Designer) are not supported by GMFMODSimple. "Programatically", you would need to have a sound file for each of your sound tracks, load them up each as their own sound, start them all paused so they synchronize and un-pause each of the instances at the same time. Then you can play with the volume of each instance (track), even add effects on them individually.
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#690 olivebates

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Posted 06 March 2012 - 03:44 PM

Hey there,

I'd like to make it so on every kick it creates an object, on every bass note it creates another object, on every synth note it creates a third object. How would I do this? Please help!! XI
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#691 icuurd12b42

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Posted 06 March 2012 - 08:22 PM

Hey there,

I'd like to make it so on every kick it creates an object, on every bass note it creates another object instance, on every synth note it creates a third object. How would I do this? Please help!! XI


pseudo code
global.kick = sound add kick sound
global.bass = sound add bass sound
global.synth = sound add synth sound


on bass hit
instance_create(x,y,BassObj)

BassObj create
abass = sound play global.bass

alarm[0] = 10;

on alarm[0]
alarm[0] = 10;
if(sound instance abass is not playing)
{
instance_destroy();
}
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#692 Taizen Chisou

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Posted 07 March 2012 - 06:08 PM

Hello, I'm trying to use this to facilitate the loading of external audio files. I didn't quite get it to play any sounds, however-

What I ended up doing was getting my game setup object to call all of the necessary functions in my MasterGameSet() (just something I use to set up the entire game), and then using a BGMSet to go and allocate pathnames to an array of variables global.bgm[x].

global.bgm[1] leads to the main menu music,
global.bgm[2] is the filepath to the Level 1 music.

The plan was to use my sound controlling object (yes, FMODUpdate(); is in the Step event) to swap out whatever sound was currently playing in one instance/object/container/what-have-you.

I'm using global.music to identify what song is currently playing, and global.player as the returned instance by FMODSoundLoop().

I tried setting the group, sound volume, LoopCount, etc etc etc etc but I can't get sound to play.

I can post the code verbatim if need be, but it's more or less the same as the provided example.


edit;
ALL RIGHT NEVER MIND
The problem rooted from using the index of 1 in the array. Why, I'll never know. But I'll just shift down the tracklist.

double edit;
DOUBLE NEVER MIND
the actual problem was that i mispelled the file
/hirakiri

Edited by gamefreek2, 07 March 2012 - 07:42 PM.

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#693 icuurd12b42

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Posted 07 March 2012 - 09:34 PM

Glad I did not help :P
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#694 hiphopBB00

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Posted 16 March 2012 - 10:38 AM

How can i load VST to game maker with it?

Edited by hiphopBB00, 16 March 2012 - 12:56 PM.

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#695 icuurd12b42

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Posted 16 March 2012 - 08:28 PM

How can i load VST to game maker with it?

What's a vst?
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#696 Spyker

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Posted 21 March 2012 - 11:05 PM

Can anyone confirm if FMODInstanceSetPan works? I cannot get it to work at all. I can use FMODGroupSetPan but it's a bit glitchy. Sometimes it pans, sometimes it doesn't. Using GM8.0 on windows 7
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#697 icuurd12b42

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Posted 21 March 2012 - 11:33 PM

Can anyone confirm if FMODInstanceSetPan works? I cannot get it to work at all. I can use FMODGroupSetPan but it's a bit glitchy. Sometimes it pans, sometimes it doesn't. Using GM8.0 on windows 7


It works... for 2d sounds. are you trying to pan a 3d sound!!? You can test all the features in the empty (3rd) demo room...
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#698 Spyker

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Posted 22 March 2012 - 04:07 AM


Can anyone confirm if FMODInstanceSetPan works? I cannot get it to work at all. I can use FMODGroupSetPan but it's a bit glitchy. Sometimes it pans, sometimes it doesn't. Using GM8.0 on windows 7


It works... for 2d sounds. are you trying to pan a 3d sound!!? You can test all the features in the empty (3rd) demo room...


It's a 2D sound. It simply just doesn't pan it. If I use the groupsetpan it pans most of the sounds in the group but sometimes for a split second it'll be centered. I use instanceSetPan(soundvariable, -1) and its still centered. So I debugged a value to equal getPan(soundvariable) and it's 0. Is there a special way to use this?
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#699 icuurd12b42

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Posted 22 March 2012 - 05:26 AM



Can anyone confirm if FMODInstanceSetPan works? I cannot get it to work at all. I can use FMODGroupSetPan but it's a bit glitchy. Sometimes it pans, sometimes it doesn't. Using GM8.0 on windows 7


It works... for 2d sounds. are you trying to pan a 3d sound!!? You can test all the features in the empty (3rd) demo room...


It's a 2D sound. It simply just doesn't pan it. If I use the groupsetpan it pans most of the sounds in the group but sometimes for a split second it'll be centered. I use instanceSetPan(soundvariable, -1) and its still centered. So I debugged a value to equal getPan(soundvariable) and it's 0. Is there a special way to use this?


Maybe you are passing a sound instead of an sound instance to the function?

sound = FMODSoundAdd("sound.wav");
instance = FMODSoundLoop(sound);
FMODInstanceSetPan(instance,-1);

all functions return 0 on fail BTW and you can use the debugging function to query the error. If using a sound instead of an instance, you would get a 0 as return and invalid handle error.

Also, you may have forgotten you need to call FMODUpdate() every step
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#700 hiphopBB00

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Posted 22 March 2012 - 01:14 PM

i mean VST plugin instrument... I've tryed your example but seem like "Load VST" button not avalible...

- Sr for my bad English -
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