FMOD Audio Implementation for Video Games

An essential aspect of bringing your video game to life is having good sound design. In this course, you'll learn to use FMOD's unique building block system to implement dynamic and responsive audio in your video game. Software required: FMOD.
Course info
Rating
(14)
Level
Intermediate
Updated
Apr 13, 2016
Duration
3h 28m
Table of contents
Description
Course info
Rating
(14)
Level
Intermediate
Updated
Apr 13, 2016
Duration
3h 28m
Description

Creating dynamic, interactive, and versatile audio implementations for video games has never been easier. In this course, FMOD Audio Implementation for Video Games, you'll learn to use FMOD's sound module building blocks to put together some fantastic audio for your games. These techniques can help you get the most out of limited RAM space by using the audio files you have to maximum effect. First, you'll learn about different kinds of sounds (single, event, multi, and scatter sounds) and when to use them. Next, you'll cover real-time parameter changes, randomization, layering effects, and more through exercises and examples demonstrating real-world application. Finally, you'll reach the culmination of these newfound skills as you learn how to implement music into your games. By the end of this course, you will have been empowered to add life and responsiveness to your video games through multi-layered, responsive audio design. Software required: FMOD.

About the author
About the author

Beatrix Moersch has worked in the audio field for nearly a decade. In 2015 she received an award for best sound at the Icaro Film Festival alongside the rest of the Ixcanul audio team, and is currently developing the original score and sound design for the upcoming video game Anamorphine (of Artifact 5).

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Section Introduction Transcripts
Section Introduction Transcripts

Course Overview
Hello everyone. I'm Beatrix Moersch and welcome to my course, FMOD Audio Implementation for Video Games. I am a freelance sound designer working under the name Framing Noise, and I'm currently the sound designer and composer for indie game studio Artifact 5. I use FMOD often in my work, because it streamlines the cumbersome process of building dynamic audio and game with a set of tools designed to realize complex audio implementation systems. FMOD can put control over the way audio is played back in game directly into the hands of sound designers. It delivers a flexible building block system for implementing audio in a myriad of ways. This course will go over the many tools and techniques available in FMOD and develop an understanding of how they can be used to cover a wide array of audio needs. This course is ideal for both sound designers wishing to have control over how their audio reacts in game as well as programmers seeking a streamlined process for implementing audio which has been delivered to them. Some of the major topics that we will cover include randomization and parameter-triggered audio effects, ambiance, footstep and music implementation, dialogue basics, and exporting your project for your chosen engine. By the end of this course, you'll have a solid foundation in FMOD's tool sets and be empowered to use them to develop your own custom systems as you require them. I hope you'll join me on this journey to learn FMOD with the FMOD Audio Implementation for Video Games course here at Pluralsight.