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1
Useful Tools for Making Video
Games
Part IV
An overview of
2
Features
Built-in DSP effects
PS3, Xbox 360, Wii, PS2, PSP, Xbox,
Gamecube, Windows, Linux, Mac OS
support
Sound designer tools (FMOD Designer)
3D sound
Thousands of sounds at once
Multi-speaker support
Supports over 20 file formats
C++, C#, Visual Basic API
…
3
FMOD Hot Games
Guitar Hero III
BioShock
Stranglehold
Metroid Prime 3
Heavenly Sword
Call of Duty 4
Crysis
StarCraft II, World of Warcraft
…
4
Startup Sequence
// create system
FMOD::System* system;
FMOD_RESULT result = FMOD::System_Create(&system);
// set speaker mode, 3D settings, configuration options etc.
// …
// load sound
FMOD::Sound* sound;
result = system->createSound(“sound.mp3",…, &sound);
// play sound
FMOD::Channel* channel = 0;
result = system->playSound(…, sound, …, &channel);
// release resources
Result = sound->release();
Result = system->release();
5
Configuration options
if you desire behaviour differing from the default
such as:
System::setOutput(FMOD_OUTPUTTYPE_[AUTOD
ETECT/XBOX/XBOX360/PS2/PS3/PSP/WII/…])
System::set3DSettings(float dopplerscale, float
distancefactor, float rolloffscale)
System::setHardwareChannels : specify min
number of hardware channels before falling to
software
System::setSpeakerMode : Surround, 5.1, 7.1 etc
…
6
Channels
A channel is an instance of a sound. You
can play a sound many times at once, and
each time you get a new channel handle.
Channels can be grouped eg:
FMOD::Channel *channels[NUM_CHANNELS];
FMOD::ChannelGroup *group;
result = system->createChannelGroup("Group", &group);
result = channel[i]->setChannelGroup(group); // i:0..NUM_CHANNELS
result = groupA->setVolume(…);
group->setMute(…); // etc.
7
3D Sound
FMOD_RESULT result =
fmodSystem->set3DListenerAttributes(int listener,
const FMOD_VECTOR* pos, const FMOD_VECTOR * vel,
const FMOD_VECTOR * forward, const FMOD_VECTOR *up);
Pos: Address of a variable that receives the position of
the listener in world space.
Vel: Address of a variable that receives the velocity of the
listener.
Forward: unit length and perpendicular to the up vector.
up
Update these vectors every so many milliseconds, not
every frame, since frame rate can vary.
8
Effects
Can create chains of digital sound processing effects by adding
existing filters one after the other eg:
FMOD::DSP* dspDistortion = 0;
FMOD_RESULT result =
system->createDSPByType(FMOD_DSP_TYPE_LOWPASS,
&dspDistortion );
result = system->addDSP(dspDistortion);
DSP types:
FMOD_DSP_[CHORUS/COMPRESSOR/
DISTORTION/ECHO/FLANGE/NORMALI
ZE/PITCHSHIFT/REVERB/…]
9
References
www.fmod.org

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Useful Tools for Making Video Games - fmod (2008)

  • 1. 1 Useful Tools for Making Video Games Part IV An overview of
  • 2. 2 Features Built-in DSP effects PS3, Xbox 360, Wii, PS2, PSP, Xbox, Gamecube, Windows, Linux, Mac OS support Sound designer tools (FMOD Designer) 3D sound Thousands of sounds at once Multi-speaker support Supports over 20 file formats C++, C#, Visual Basic API …
  • 3. 3 FMOD Hot Games Guitar Hero III BioShock Stranglehold Metroid Prime 3 Heavenly Sword Call of Duty 4 Crysis StarCraft II, World of Warcraft …
  • 4. 4 Startup Sequence // create system FMOD::System* system; FMOD_RESULT result = FMOD::System_Create(&system); // set speaker mode, 3D settings, configuration options etc. // … // load sound FMOD::Sound* sound; result = system->createSound(“sound.mp3",…, &sound); // play sound FMOD::Channel* channel = 0; result = system->playSound(…, sound, …, &channel); // release resources Result = sound->release(); Result = system->release();
  • 5. 5 Configuration options if you desire behaviour differing from the default such as: System::setOutput(FMOD_OUTPUTTYPE_[AUTOD ETECT/XBOX/XBOX360/PS2/PS3/PSP/WII/…]) System::set3DSettings(float dopplerscale, float distancefactor, float rolloffscale) System::setHardwareChannels : specify min number of hardware channels before falling to software System::setSpeakerMode : Surround, 5.1, 7.1 etc …
  • 6. 6 Channels A channel is an instance of a sound. You can play a sound many times at once, and each time you get a new channel handle. Channels can be grouped eg: FMOD::Channel *channels[NUM_CHANNELS]; FMOD::ChannelGroup *group; result = system->createChannelGroup("Group", &group); result = channel[i]->setChannelGroup(group); // i:0..NUM_CHANNELS result = groupA->setVolume(…); group->setMute(…); // etc.
  • 7. 7 3D Sound FMOD_RESULT result = fmodSystem->set3DListenerAttributes(int listener, const FMOD_VECTOR* pos, const FMOD_VECTOR * vel, const FMOD_VECTOR * forward, const FMOD_VECTOR *up); Pos: Address of a variable that receives the position of the listener in world space. Vel: Address of a variable that receives the velocity of the listener. Forward: unit length and perpendicular to the up vector. up Update these vectors every so many milliseconds, not every frame, since frame rate can vary.
  • 8. 8 Effects Can create chains of digital sound processing effects by adding existing filters one after the other eg: FMOD::DSP* dspDistortion = 0; FMOD_RESULT result = system->createDSPByType(FMOD_DSP_TYPE_LOWPASS, &dspDistortion ); result = system->addDSP(dspDistortion); DSP types: FMOD_DSP_[CHORUS/COMPRESSOR/ DISTORTION/ECHO/FLANGE/NORMALI ZE/PITCHSHIFT/REVERB/…]