Sunday, November 13, 2011

FMOD DESIGNER:Creating a Realistic Engine

This was my first time creating anything in FMOD, but it was not as hard as I thought it was going to be. When I began the tutorial it seemed complicated at first, because I had already told myself, "Uh, this program is going to be hard. I don't know what I am doing. I am not going to well." Yes, all those negative thoughts would set me up for failure, so I had to take a deep breath, just chill out and just follow the instructions (which were pretty simple to understand). Okay so here is the process I followed:

Create new event:


I named the event ENGINE and then changed the mode ti 3d. Then I added a parameter named RPM with the minimum value of 0,a maximum value of 8800, with the ruler spacing set to 1000.Next I added another parameter with the name LOAD, minimum value of 0, maximum value 1, and the ruler spacing is 0.1. After that I created two layers named ONLOAD and OFFLOAD.

Organize Sound Def:
So here is when I add the sound files 'idle.ogg', 'onlow.ogg','onmid.ogg', 'onhigh.ogg', 'offlow.ogg', 'offmid.ogg', and 'offhigh.ogg'. The files idle, onlow, onmid, and onhigh were added to the ONLOAD layer. Next, I reposition my files by changing the start and length of each file. Then I assign the idle, offlow, offmid, and offhigh files to the OFFLOAD layer.

The Auto-Pitch Feature:
The auto-pitch feature helps my sound files transition smoothly. For the sounds I had to enable the autopitch and then set the autopitch reference.

Volume Effects:
A volume effect is added to each layer. I set the curve shape to "Flat End" and then I reposition the points and change the load value.

Auditioning the Engine:
Finally the event is completed! Now the sound can be tested by pressing the SPACEBAR key.



 
Unfortunately I don't know how to save the file audio so I don't have the sound file to attach to this blog.

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