#fmod — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #fmod, aggregated by home.social.
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SoVGA.com #FMOD 2.03.14 game audio course overview for July 2026, thanks to all already signed up😀! All courses use middleware updated within last two months. Sign-up: School.VideoGameAudio.com
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SoVGA.com #FMOD 2.03.14 game audio course overview for July 2026, thanks to all already signed up😀! All courses use middleware updated within last two months. Sign-up: School.VideoGameAudio.com
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ive been doing some music programming for our game lately. there's rhythm game elements, so there needs to be some kind of… rhythm. i spent the past few weeks trying to teach myself the basics of music theory.
i use fmod which is pretty cool. i found out pretty early on that if you want a complex audio environment, the standard godot audio middleware isn't enough. so i've also been learning fmod.what i like about fmod is the events. so, for example, i want to play a sound effect whenever the character in game types on a keyboard. so for every simulated "keystroke" i want the audio to play some sound effect that sounds like a keyboard. fmod makes this pretty easy. through a function, i call an event called "typing" and specify the parameters - so the exact typing sound i want it to make. this is extremely convenient and makes so many things easier.
i don't really know a lot about music. again, i've been learning it. but to code a rhythm game, i need to get to know the basics. i've been reading up about chord progressions and major keys and the like. so currently, our rhythm game has one "song": it's a c# major chord progression i recorded. which i find funny, because the script evoking this chord progression is also written in c#.
now there needs to be rhythm. programming hitting a music note and the like. the code needs to recognize a beat in which it can spawn child scenes (little notes that the player needs to hit). so i programmed a metronome. i have to learn music time math for this.lots to do
#gamedev #godot #fmod -
ive been doing some music programming for our game lately. there's rhythm game elements, so there needs to be some kind of… rhythm. i spent the past few weeks trying to teach myself the basics of music theory.
i use fmod which is pretty cool. i found out pretty early on that if you want a complex audio environment, the standard godot audio middleware isn't enough. so i've also been learning fmod.what i like about fmod is the events. so, for example, i want to play a sound effect whenever the character in game types on a keyboard. so for every simulated "keystroke" i want the audio to play some sound effect that sounds like a keyboard. fmod makes this pretty easy. through a function, i call an event called "typing" and specify the parameters - so the exact typing sound i want it to make. this is extremely convenient and makes so many things easier.
i don't really know a lot about music. again, i've been learning it. but to code a rhythm game, i need to get to know the basics. i've been reading up about chord progressions and major keys and the like. so currently, our rhythm game has one "song": it's a c# major chord progression i recorded. which i find funny, because the script evoking this chord progression is also written in c#.
now there needs to be rhythm. programming hitting a music note and the like. the code needs to recognize a beat in which it can spawn child scenes (little notes that the player needs to hit). so i programmed a metronome. i have to learn music time math for this.lots to do
#gamedev #godot #fmod -
hello! i am looking to fix a particular issue with #godot, #gut, and #fmod.
i am trying to establish a ci pipeline that does a godot unit test on each push through github actions. with this i am using the command-line script that comes with gut.
godot --headless --path "$PWD" addons/gut/gut_cmdln.gdit initialises fine, however it stops at fmod initialising.
[FMOD INFO] ../../../core_api/src/fmod_systemi_sound.cpp in SystemI::createSoundInternal(): Sample 0/1: name='click', format=5, channels=2, frequency=48000, lengthbytes=4736, lengthpcm=24000, pcmblocksize=0, loopstart=0, loopend=0, mode=0x00000000, channelmask=0x00000000, channelorder=0, peakvolume=0.332162.after this, gut does nothing until i exit the script manually. i am not sure how to proceed from here and my googlefu is failing. did anybody try to do something similar and how did they proceed?
#gamedev #duckduckfedi
#godot #gut #fmod #duckduckfedi #godot #gut #fmod #gamedev #duckduckfedi -
hello! i am looking to fix a particular issue with #godot, #gut, and #fmod.
i am trying to establish a ci pipeline that does a godot unit test on each push through github actions. with this i am using the command-line script that comes with gut.
godot --headless --path "$PWD" addons/gut/gut_cmdln.gdit initialises fine, however it stops at fmod initialising.
[FMOD INFO] ../../../core_api/src/fmod_systemi_sound.cpp in SystemI::createSoundInternal(): Sample 0/1: name='click', format=5, channels=2, frequency=48000, lengthbytes=4736, lengthpcm=24000, pcmblocksize=0, loopstart=0, loopend=0, mode=0x00000000, channelmask=0x00000000, channelorder=0, peakvolume=0.332162.after this, gut does nothing until i exit the script manually. i am not sure how to proceed from here and my googlefu is failing. did anybody try to do something similar and how did they proceed?
#gamedev #duckduckfedi
#godot #gut #fmod #duckduckfedi #godot #gut #fmod #gamedev #duckduckfedi -
I have finally updated my dormant fork of FMOD for Godot to the latest versions. It now supports FMOD 2.03.13 and Godot 4.6.2.
https://github.com/dahnielson/fmod-for-godot/releases/tag/fmod-20313-for-godot-4.6.2
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I have finally updated my dormant fork of FMOD for Godot to the latest versions. It now supports FMOD 2.03.13 and Godot 4.6.2.
https://github.com/dahnielson/fmod-for-godot/releases/tag/fmod-20313-for-godot-4.6.2
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Our current #FMOD Studio 2.03.13 game audio course overview for May 2026, new material added as new features added 😀! All courses routinely use middleware updated within last two months. More details at School.VideoGameAudio.com
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Our current #FMOD Studio 2.03.13 game audio course overview for May 2026, new material added as new features added 😀! All courses routinely use middleware updated within last two months. More details at School.VideoGameAudio.com
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Practicing adaptive audio in FMOD.
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Made good progress getting #FMOD GDExtension working on the web (HTML5). Bank loading seems to work now. Only outstanding issue is that no sound plays because FMOD wasm wants to be run from the main module, but due to the nature of GDExtension (they are always side modules) this leads to incompatibility in setup. Asked the FMOD team for help now. Perhaps I am missing something obvious: https://qa.fmod.com/t/trying-to-build-fmod-html5-as-gdextension/23774
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Made good progress getting #FMOD GDExtension working on the web (HTML5). Bank loading seems to work now. Only outstanding issue is that no sound plays because FMOD wasm wants to be run from the main module, but due to the nature of GDExtension (they are always side modules) this leads to incompatibility in setup. Asked the FMOD team for help now. Perhaps I am missing something obvious: https://qa.fmod.com/t/trying-to-build-fmod-html5-as-gdextension/23774
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Our current #FMOD Studio 2.03.10 game audio course overview for November 2025, new material added as new features added 😀! All courses routinely use middleware updated within last two months. More details at School.VideoGameAudio.com
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Our current #FMOD Studio 2.03.10 game audio course overview for November 2025, new material added as new features added 😀! All courses routinely use middleware updated within last two months. More details at School.VideoGameAudio.com
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Our current #FMOD Studio 2.03.09 game audio course overview for September 2025, new material added as new features added 😀! All courses routinely use middleware updated within last two months. More details at School.VideoGameAudio.com
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Our current #FMOD Studio 2.03.09 game audio course overview for September 2025, new material added as new features added 😀! All courses routinely use middleware updated within last two months. More details at School.VideoGameAudio.com
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I’m thrilled to share that I’ve been invited to speak at this year’s High Score event at Melbourne International Games Week; I’ll be on the panel "How To Speak Dev and Influence Designers" about music and game development.
Tickets and info at:
www.vmdo.com.au/high-score-2025High Score
4 – 5 October 2025
ACMI, Fed Square, Melbourne
#HighScore2025 #Games #MIGW25 #CreativeVictoria #CreativeState #VicCreatives #MusicIndustry #VMDO #MusicAustralia #APRAAMCOS #FMOD -
Had a 4h train ride today and got the plugdata fmod export working.
Needs some clean-up, polish around the UI logic and optionally copy the plugins to the fmod/game project directories.
soon™️
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👀 Looking to improve your #gameaudio skills? Just two days left (Aug 19 🗓️) to sign-up for SoVGA.com online courses in #UE5, #FMOD, #Wwise, #Unity3d & Pd - can be completed over 4 months @ 1+ hour / weekday 😀🎓
📝 Info+contact: School.VideoGameAudio.com #gamedevelopment
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👀 Looking to improve your #gameaudio skills? Just two days left (Aug 19 🗓️) to sign-up for SoVGA.com online courses in #UE5, #FMOD, #Wwise, #Unity3d & Pd - can be completed over 4 months @ 1+ hour / weekday 😀🎓
📝 Info+contact: School.VideoGameAudio.com #gamedevelopment
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Lets see if I can get the fmod export working in PlugData's compile export 👀 .
If only the FMOD SDK would not require a login to download...
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Звуковой дизайн в рогалике
Когда я принялся записывать звуки, я понимал, что звук — это 50% атмосферы. Но у меня не было ни профессионального оборудования, ни опыта. Только микрофон, FL Studio и куча энтузиазма. FMOD: первые шаги и важные фишки FMOD — это аудиодвижок, который позволяет создавать звуковые системы. Вот что я узнал: Мульти-инструмент — спасение от монотонности Раньше звуки были примитивными: Шаги → один и тот же звук, повторящийся. Удары меча → однообразные Решение: мульти-инструмент Загружаешь 5–10 вариаций звука шагов (разные поверхности, интенсивность). FMOD проигрывает их в случайном порядке. Результат: шаги звучат естественно, как у живого персонажа. Параметрические события Если просто проигрывать звук при действии, он будет "пластиковым". Лучше привязывать к геймплею: Удар по врагу → прошла полная дорожка звука Меня оглушили во время удара → произвезлся отрезок дорожки Как происходила запись звуков Я использовал два подхода: Запись "на коленке" — искал, как извлечь нужный звук из бытовых предметов. Бесплатные библиотеки (Freesound, Sonniss) — для сложных эффектов. Звуки монстров и существ Щупальца=Размороженный фарш + влажные ладоши+реверберация, питч(уже в FL Studio) Рычание монстра с использованием способности=переливание воды+звук взрыва+использование собственного голоса, но с обработкой+Усиление низких частот Ходьба скелета=мятие пластиковых стаканов+ ломание сельдерея+питч Звуки оружия и доспехов Удар меча по мясу=Разделка курицы ножом + хлопок ладонью+компрессия, добавление "хлюпа" Звон доспехов=Бросить монеты,гвозди в металлическую миску+Reverb, небольшой питч Разрыв ткани=рвать бумагу+усиление средних частот
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My talk on the audio of #TerraMemoria from the #ADDON2025 is online! 🥰🥰
(Talk in French + auto subtitles)
https://www.youtube.com/watch?v=7RBb5fMjLqEOn the menu:
Audio DA, Worlds instruments, Unity and Fmod audio systems, modular bird calls, combat sound design, dynamic music, debug and perf tools...
#gameaudio #indiegame #fmod -
Our current #FMOD Studio 2.03.07 game audio course overview for March 2025, new material added as new features added 😀! All courses routinely use middleware updated within last two months. More details at School.VideoGameAudio.com
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Our current #FMOD Studio 2.03.07 game audio course overview for March 2025, new material added as new features added 😀! All courses routinely use middleware updated within last two months. More details at School.VideoGameAudio.com
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Mornin' everyone! Is there a FOSS equivalent to FMOD? Preferably compatible to Godot. Thanks!
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Mornin' everyone! Is there a FOSS equivalent to FMOD? Preferably compatible to Godot. Thanks!
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Leonard Paul's "Principles of Interactive Music: CS:GO, NBA Jam, Eco, Sim Cell" talk from #GameSoundCon is now available + slides 😀!
https://www.youtube.com/watch?v=xZb9mlsZGEc&list=PL17-p74MQ_0STwm-hfUC3Nyl2X2kD7Y_b #gameaudio #gamemusic #Wwise #FMOD #PureData -
Leonard Paul's "Principles of Interactive Music: CS:GO, NBA Jam, Eco, Sim Cell" talk from #GameSoundCon is now available + slides 😀!
https://www.youtube.com/watch?v=xZb9mlsZGEc&list=PL17-p74MQ_0STwm-hfUC3Nyl2X2kD7Y_b #gameaudio #gamemusic #Wwise #FMOD #PureData -
Found about 17Gb of my own music from like 15 years ago, a lot of darkish tracks
Also, camera is now slightly moving left and right during steering
And organized my audio code a bit so I can have music as well 🙂
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Found about 17Gb of my own music from like 15 years ago, a lot of darkish tracks
Also, camera is now slightly moving left and right during steering
And organized my audio code a bit so I can have music as well 🙂
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New expanded features for #composers 🎶 in our interactive music add-on for #FMOD Studio 2.03.01 + #Wwise 2023.1.3 with Cropout UE5.4.1 game. Now includes parameters for all resources so music can dynamically react to player progress.
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New expanded features for #composers 🎶 in our interactive music add-on for #FMOD Studio 2.03.01 + #Wwise 2023.1.3 with Cropout UE5.4.1 game. Now includes parameters for all resources so music can dynamically react to player progress.
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Quick #gameaudio tech tip: Visual Studio tracepoints are great for tuning/taming Unity game parameters in real-time 💪 ! Example of tweaking angular velocity parameter for a creaky crane wheel in #FMOD Studio:
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Quick #gameaudio tech tip: Visual Studio tracepoints are great for tuning/taming Unity game parameters in real-time 💪 ! Example of tweaking angular velocity parameter for a creaky crane wheel in #FMOD Studio:
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Working full-time & looking to improve your #gameaudio skills? Less than 48 hours (Apr 19) to sign-up for our online courses in #UE5, #FMOD, #Wwise, Unity & Pd - can be completed over 4 months @ 1+ hour / weekday 😀🎓
📝Info+contact: School.VideoGameAudio.com #gamedev
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Working full-time & looking to improve your #gameaudio skills? Less than 48 hours (Apr 19) to sign-up for our online courses in #UE5, #FMOD, #Wwise, Unity & Pd - can be completed over 4 months @ 1+ hour / weekday 😀🎓
📝Info+contact: School.VideoGameAudio.com #gamedev
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Today's journey: attempting to add web support for #FMOD in #GodotEngine
Not a great start, let's see what that is about.
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Today's journey: attempting to add web support for #FMOD in #GodotEngine
Not a great start, let's see what that is about.
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Working full-time & looking to improve your #gameaudio skills?
Less than 2 weeks (Apr 19) to sign-up for our online courses in #UE5, #FMOD, #Wwise, #Unity & #PureData - can be completed over 4 months @ 1+ hour / weekday 😀🎓
📝 Info+contact: http://School.VideoGameAudio.com #gamedev
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Working full-time & looking to improve your #gameaudio skills?
Less than 2 weeks (Apr 19) to sign-up for our online courses in #UE5, #FMOD, #Wwise, #Unity & #PureData - can be completed over 4 months @ 1+ hour / weekday 😀🎓
📝 Info+contact: http://School.VideoGameAudio.com #gamedev
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Our new name standard for sounds in #VRising! 🥲
Its a lot easier to find sounds now and not at all difficult to search! 🤪
#fmod #sounddesign #gameaudio #sound -
....and perhaps even more interesting is discovering we can access the #Wwise WAAPI #API directly from Reaper's ReaScript (Lua)!
https://blog.audiokinetic.com/en/waapi-in-reascript-lua-with-reawwise/
#gameaudio #gaming #gamedev #soundtrack #sfx #soundeffects #audio #music #wwise #middleware #fmod #sounddesign #automation
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I learnt something important about Linux audio last night.
I noticed that I had no sound in X-Plane 12 (a flight simulator) while also being in a Discord call in Firefox. Apparently, certain FMOD applications check if PulseAudio is installed and fall back to ALSA if it isn't. Now, I have PipeWire installed to fix the mess that is Linux audio once and for all. So TECHNICALLY PulseAudio is not installed. And that's exactly what X-Plane detected, which then tried to gain complete control over the sound hardware through ALSA, which it couldn't.
The "fix" was to symlink `/bin/pulseaudio` to `/bin/true` to make it look like PulseAudio is available which tricked X-Plane into going through PulseAudio (and therefore through PipeWire) instead.
That was one of the weirdest problems I've ever encountered.
#linux #audio #xplane #xplane12 #discord #firefox #alsa #pulseaudio #pipewire #fmod #flightsim
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Nice approach for #Wwise implementations, without relying on #RTPC / Post events from in game. You can set-up the whole scene based on a linear video. Top work from @funcgen
https://youtu.be/g02M2WDO-5w?si=BKHlGQacIywCbyRp
#game #audio #middleware #realtime #gameaudio #sounddesign #soundtrack #fmod #unity #unreal #UE5 #reaper
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Also #fmod on Ubuntu gnome is a ui nightmare of right clicking 30 times in a row, hoping it will open a menu.
There's also a bug with window sizing which means the only way I can use it is actually with a magnifying glass.
I understand it was worse under wine, which just makes my head hurt.
I know the whole thing could be replaced by scripts, but is there actually a Foss alternative that keeps a GUI?
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To clear things up regarding #FMOD
Both
https://github.com/utopia-rise/fmod-gdextension
and
https://github.com/alessandrofama/fmod-for-godot
support Godot 4 amazingly.