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    Fmod For Interactive Games

    Posted By: ELK1nG
    Fmod For Interactive Games

    Fmod For Interactive Games
    Published 6/2023
    MP4 | Video: h264, 1280x720 | Audio: AAC, 44.1 KHz
    Language: English | Size: 1.76 GB | Duration: 2h 54m

    Hands on course on Audio Implementation for Games using FMOD & Unity. Sound Design and Music examples for Game Audio.

    What you'll learn

    How to create loop and transition sections for game music

    How to randomize sounds for ongoing soundscapes

    Creating and managing banks, groups

    FMOD effects and Mixing Basics

    Mixer, Snapshot, and Sandbox

    Some Unity Implementation

    Requirements

    No previous experience needed, although some audio production background may be helpful

    Description

    3 hours of condensed material. Straight-forward and concise classes.If you wonder how sounds are implemented into games, this course you tell you all about it. FMOD is an audio middleware that creates probability, looping sections, and parameter triggers, among many other useful tools to create living soundscapes and music interactions.Your studying tools for this course will be the softwares: FMOD & Unity, and the free asset pack 'Viking Village', of which you'll be giving life to, through sounds.Here's a full list of things we'll be talking about in this course.1) Installation & Setup-FMOD & Unity Download-Creating Unity Project, Importing Viking Village-Unity Navigation, Viking Village Overview-Linking FMOD to Unity2) Preparation & Side Notes-Linking FMOD & Reaper-Navigation, Editing and Shortcuts in FMOD-FMOD Effects Overview3) FMOD -FMOD Overview-Making an Audio List and Where to Look for Sounds-Adding Assets and Making Folders-Creating Events - Action vs Timeline Events - Torch-Soundscape 2D - Multi Instrument-Stable Event - Scatter Instrument-Waves Event - Asynch Options-Wheel - Pitch Shifter & Compressor-Workspace - Probability + Multiband EQ + Modulation-Bar - Creating Outside Perspective (doors closed)-Boat Sound Design - Finding Loop Spot-Music  Part 1 - Exporting Stems, Tempo Markers-Music  Part 2 - Parameters, Transitions & Markers-Music Part 3  - Parameter Sheet + Automation, Seek Speed-Music Part 4 - Crossfading Instrumentation-Music Part 5 - Transition Region + Quantization-Music Part 6 - Magnet Regions + Quantization4) Unity-Adding FMOD Listener and 2D Soundscape-AHDSR - Fading In and Out FMOD Events-Stable - Trigger Enter & Exit-Waves - Sphere Emitters-Bar Emitter-Boat - Odin Call-Torches - Adding Emitters on Prefabs-Wheel - Adding Sounds to Items-Workspace Emitter-Music Triggers5) FMOD & Unity-FMOD - Music Part 7 - On Off Parameter-Unity - Music On Off Trigger-FMOD - Footsteps-Unity - Footsteps-FMOD - Mixer & Creating Groups-Unity & FMOD - Organizing FMOD Mixer and Events + Unity Events-Unity & FMOD - Snapshots-Unity & FMOD - Live Mixing, Basic Tweaks-Unity & FMOD - Sandbox

    Overview

    Section 1: Course Intro

    Lecture 1 Course Intro

    Section 2: Installation & Setup

    Lecture 2 FMOD & Unity Download

    Lecture 3 Creating Unity Project, Importing Viking Village

    Lecture 4 Unity Navigation, Viking Village Overview

    Lecture 5 Linking FMOD to Unity

    Section 3: Preparation and Side Notes

    Lecture 6 Linking FMOD & Reaper

    Lecture 7 Navigation, Editing and Shortcuts in FMOD

    Lecture 8 FMOD Effects Overview

    Section 4: FMOD

    Lecture 9 FMOD Overview

    Lecture 10 Making an Audio List and Where to Look for Sounds

    Lecture 11 Adding Assets and Making Folders

    Lecture 12 Creating Events - Action vs Timeline Events - Torch

    Lecture 13 Soundscape 2D - Multi Instrument

    Lecture 14 Stable Event - Scatter Instrument

    Lecture 15 Waves Event - Asynch Options

    Lecture 16 Wheel - Pitch Shifter & Compressor

    Lecture 17 Workspace - Probability + Multiband EQ + Modulation

    Lecture 18 Bar - Creating Outside Perspective (doors closed)

    Lecture 19 Boat Sound Design - Finding Loop Spot

    Lecture 20 Music Part 1 - Exporting Stems, Tempo Markers

    Lecture 21 Music Part 2 - Parameters, Transitions & Markers

    Lecture 22 Music Part 3 - Parameter Sheet + Automation, Seek Speed

    Lecture 23 Music Part 4 - Crossfading Instrumentation

    Lecture 24 Music Part 5 - Transition Region + Quantization

    Lecture 25 Music Part 6 - Magnet Regions + Quantization

    Lecture 26 Music Part 7 - Randomizing Sections

    Section 5: Unity

    Lecture 27 Adding FMOD Listener and 2D Soundscape

    Lecture 28 AHDSR - Fading In and Out FMOD Events

    Lecture 29 Stable - Trigger Enter & Exit

    Lecture 30 Waves - Sphere Emitters

    Lecture 31 Bar Emitter

    Lecture 32 Boat - Odin Call

    Lecture 33 Torches - Adding Emitters on Prefabs

    Lecture 34 Wheel - Adding Sounds to Items

    Lecture 35 Workspace Emitter

    Lecture 36 Music Triggers

    Section 6: FMOD & Unity

    Lecture 37 FMOD - Music Part 8 - On Off Parameter

    Lecture 38 Unity - Music On Off Trigger

    Lecture 39 FMOD - Footsteps

    Lecture 40 Unity - Footsteps

    Lecture 41 FMOD - Mixer & Creating Groups

    Lecture 42 Unity & FMOD - Organizing FMOD Mixer and Events + Unity Events

    Lecture 43 Unity & FMOD - Snapshots

    Lecture 44 Unity & FMOD - Live Mixing, Basic Tweaks

    Lecture 45 Unity & FMOD - Sandbox

    Section 7: Final Thoughts

    Lecture 46 Final Thoughts

    Music composers wanting to implement their music on games,Sound designers wanting to implement their sounds on games,Developers wanting to learn/understand FMOD,Game Audio enthusiasts