Fmod Sound Bank Generator

Hello fellas, I am working on a sound modification for myself so far, I also now. Studio and building the fsbs with FMOD Soundbank Generator. Hello,I am novice at the fmod. My computer system is window 10. I tried writing a new tool which can change the sound from the.bank in a game. This.bank is.

So here's the deal. Trying to get CoH tank crew voices into WoT, because that'd be awesome. Anyone who's played CoH knows how awesome the voices are. So here's what I've got. 1) A whole crapload of WAVs extracted from CoH SMFs. 2) A small utility called 'fsbext', for extracting 'ingame_voice.fsb', incase you didn't get that.

3) FMOD Soundbank Generator, for re-assembling the FSB. Here's what I do. 1) Rename the WAV files extracted from CoH to the correct name, IE 'ammo_bay_damaged_01.wav' 2) Load up all the original voices into FMOD Soundbank Generator 3) Replace the desired sounds with the new (and renmaed) WAVs in FMOD Soundbank Generator. 4) Select 'IMA ADPCM' as the output format. 5) Create the new fsb file, named, of course, 'ingame_voice.fsb' 6) Place it in the res>audio directory.

The effect: 1) No voices. And this is where I need halp! Instruktazh po tehnike bezopasnosti v kabinete lfk 3.

I can't figure this out for the life of me. What am I doing wrong?

Similar to my previous entry for AGT assignment,, this goes further into the world of FMOD. I needed more control over sound for my Athena engine, and looking more into the FMOD APIs, I discovered that FMOD Ex uses soundbanks, which you can change how the sound is by changing values to variables you setup when creating them.

As well as this, with soundbanks you can link multiple audio sources and get them compiled into a single file that will be loaded with the soundbank, specifying even the maximum number of concurrent streams that should be playable for individual audio. As before, most of this code can be found in the FMOD documentation. There seems very little support for Mac users when it comes to FMOD, so when you find a version, hold onto it when upgrading, newer versions may just break. Creating a FMOD Soundbank The first thing you’ll need to be able to make a soundbank is download FMOD Designer (get a version that your library you use in code is compatible with).

Open up FMOD Designer, goto the File menu and select New Project, name this new project “testSoundbank”. Select and expand the “untitled” folder in the Hierarchy window that is on the Events tab. We need to rename this to something we can remember, so lets rename it to “test” in the property window at the bottom. If you have done right the change will be reflected in the Hierarchy window. Now we have a single event called “event00”, we want to rename this too, but to “someTestSound” this time. Select it and scroll down the property window until you find the “name” parameter.

Again the change will be reflected in the Hierarchy window. Well that is the basic setup of our soundbank, however if we try to play that event now, we will hear nothing, so what we need to do is load in a wavetable. Goto the Sound definitions tab, and right click on the empty space to the left side.

Now select Add sound definition(s) from wavetables and a file open dialog will appear. Select a file you want to import (I chose one called “bluh-no-twisting-knackers.mp3”), and click Open.

Fmod

You can play around with the parameters for this sound, but it won’t be covered in this guide. There are descriptions of what they do in the documentation. Go back to the Events tab and double click on “someTestSound” in the Hierarchy window, this will take us to this event within the Event editor tab.

Right click on the right hand side of “layer00” in the grey box (below where it says “Right-click here to add an event parameter”) and select “ Add sound“. Select the wavetable we just previous imported, and set “ Loop mode” to “ Oneshot“. Finally click OK to add this sound to the event. Now all that is left to do is build the FMOD soundbank. Goto the Build menu and select “ Build project“.

Make sure to check the box next to the wave bank associated with the wavetable you just imported. And click Build. After a few moment and a progress bar, a message box saying “ Build Complete.

Took XX:YY:ZZ” will appear. If you goto the folder where you created your FMOD project there should be a few new files there. You want the “.FSB” which is the soundbank, and “.FEV” which is event information. These two must be kept together when loading them into your application. Well that is how to make an FMOD soundbank, on the next page I’ll show you the code for setting up FMOD in code to load and eventually play a sound in a soundbank.