This document is created for the purpose of migrating from Wwise to FMOD.
you can download FMOD studio here (as well as Unity/Unreal integration)
Once you import the sound assets to Wwise, your file is added to Audio tab. But in FMOD, you can find your audio file in Assets tab. The main difference is you if you do not assign those audio assets to events on the first place, they are marked as unassigned waiting to be assigned.
Unlike Wwise, there are no events separated from audio containers. Instead, in FMOD basically you create an event to import an audio and then assign it’s function such as random, sequence, switch etc.
The concept of Work Unit doesn’t exist in FMOD. That being said, each individual element will be counted as a work unit.
Once you create an event you will find that it is called #unassigned. That means it’s empty!!
There are 2 types of tracks exist in FMOD: Audio and Return. Straightforwardly, Audio track works like a group bus and return track works like a send on other tracks for the same event.
Action Sheet: Triggers instruments in response to the event starting to play. Suitable for one-shot SFX where you Play() and expect it to go from start to finish and then stop by itself.
Parameter Sheet: Triggers instruments in response to their associated parameters having specific values. Suitable for when you need to play different sounds depending on or changing the game's state.
Timeline Sheet: References a timeline parameter. It it useful for music and all sounds that require precise timing. When the timeline parameter's value is over an instrument, that instrument is triggered, and routes its output into the track.
There are 3 types of sheet but we are mainly going to use Timeline sheet, as it has the most flexibility to control all the needs: loop regions, segments, transitions, tempo control, etc…
In FMOD, event works as a parameter. So to create an SFX event, we will add timeline sheet.
Once you added a new timeline sheet, you will find that uh… it’s looks like a DAW? Well, that is correct! An FMOD event allows you to create different tracks, parameters and plugins to affect the sound during gameplay. Also you can assign their behaviour like positioning, envelopes and parameters.
These are all the instruments you can add to your sheet.
Sound SFX = Single Instrument
Random Container = Multi Instrument
Sequence Container = N/A : You can create a somewhat sequence container by using many different tracks in FMOD
Switch Container = Trigger Conditions
Blend Container = N/A : Does not need a special instrument in FMOD as the event functions based on the timeline
N/A = Event Instrument : plays reference event (marked as #referenced)
Trigger Rate & Delay = Scatter Instrument : You can replicate this function using Trigger rate and delay in Wwise.
N/A = Programmer Instrument : Generates callbacks. Used for creating a placeholder asset. does not affect in game.
N/A = Command Instrument : Issues a specific command to your project’s FMOD Studio system. e.g. start, stop, set parameter, etc
States = Snapshot Instrument
Plugin = Plugin Instrument : You can insert any plugins or synthesizer to generate an audio
You can create fade in and fade out by simply dragging from the top left and top right of your instruments.
To create a loop region (different from looping your instrument’s playlist), you can right click your instrument and click New Loop Region. This action will create a region that matches the length of your instrument.