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Fmod For Interactive Games

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Published 6/2023
MP4 | Video: h264, 1280×720 | 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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