06-28-2023, 02:44 AM
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
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