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FMOD Studio [TUTORIAL] - Crossfading Transitions 

Matthew Pablo
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READ DESCRIPTION FOR LINKS TO THE [DEMO/TUTORIAL] OF THIS VIDEO AS WELL AS OTHER FMOD DEMOS AND TUTORIALS!
All my FMOD Studio Videos. Find the full playlist here:
• FMOD Studio Videos (Tu...
[DEMO] of this video:
• FMOD Studio [DEMO] - C...
Music featured in this video:
"Lively Meadow"
"Dark Descent"
"Riverside Ride"
"Royal Flush Party"
"Southern Pastures"
"Tropic Strike"
"Caketown"
by Matthew Pablo
Find it here: www.matthewpabl... --- You may have to use the search bar on the website to find this track.
Other FMOD DEMOS AND TUTORIALS:
A Quick Introduction and Overview of FMod Studio
• FMOD Studio: Overview ...
Basic Crossfading Layers
Demo - • FMOD Studio [DEMO] - B...
Tutorial - • FMOD Studio [TUTORIAL]...
Advanced Crossfading Layers & DSP (Effects)
Demo - • FMOD Studio [DEMO] - A...
Tutorial - • FMOD Studio [Tutorial]...
Basic Transitions with Set Tempo
Demo - • FMOD Studio [DEMO] - B...
Tutorial - • FMOD Studio [Tutorial]...
Crossfading Transitions with Various Music Cues of Varying Styles and Tempos
Demo - • FMOD Studio [DEMO] - C...
Tutorial - • FMOD Studio [TUTORIAL]...
Try FMod Studio today for free!
www.fmod.org
Original music and audio by Matthew Pablo are featured in this video.
For music downloads, sheet music and more check out my official website here:
www.matthewpabl...
Get the latest updates on my music, more tutorials for FMod Studio, FL Studio and other music software by subscribing to my channel today:
ru-vid.com...
____________
Computer Specs:
Custom Built Performance PC:
CPU: AMD FX-8350 Overclocked to 4.9GHz Eight-Core AM3+ CPU
Motherboard: ASRock Fatal1ty 990FX
OS: Genuine Windows® 7 Ultimate, 64bit, English
Memory: 32 GB Dual Channel DDR3 at 1600MHz
GPU: nVidia GTX Titan 6GB VRAM Total
HDD: x3 2TB HDD's (6TB HDD Space Total)
MacBook Pro 15" Unibody
Intel® Core™ i7 2.2GHz
Mac OSX 10.6 Snow Leopard
8GB RAM
Thanks for watching!
____________

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1 окт 2024

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Комментарии : 21   
@Maplefoxx-vl2ew
@Maplefoxx-vl2ew 7 месяцев назад
i don't have "event sound" i only have "event instrument" and it creates a nested thingy.. i'm about to give up fmod and i'm trying to make music for my own game. spend 3 years learning music production. i need hands on help. like a teacher i can write back and forth
@MatthewPablo
@MatthewPablo 7 месяцев назад
FMOD for smaller indie games is not as common. Usually you'll be using FMOD when working with a team that is really utilizing it, especially in the sound design department. Crossfading transitions and tracks can easily be done within any game engine if there is access to volume sliders. As a composer, it's also pretty rare to be doing implementation yourself, but sometimes being a sole audio designer might require these skills. That being said, the specific issue you're having might be because my tutorials may be a bit out of date and nested events are called something else. I've been using Wwise within the last few years, so I might need a refresher myself. I might go back and start a new dynamic game music series here on my channel. We'll see, I've got a ton of music to release, and a lot of updates for my followers. I don't have any courses, or coaching set up officially, but I would be happy to chat with you over e-mail, discord etc.... connect with me via e-mail and lets take it from there matthewpablo@gmail.com I personally think that this specific technique in FMOD is only needed when you are using FMOD for everything else in your game. If this is all you need to do with music, you might be better off not using it since FMOD can be quite expensive when it comes to licensing.
@titusdrissen8953
@titusdrissen8953 Год назад
Why is it that the events need to have the exact same length as the audio track?
@teewillkillyou
@teewillkillyou 10 лет назад
hey man, just wondering about something, because of the modulation whenever it loops back to the start for me, it dips and fades out then back in, is there a way to stop that?
@MatthewPablo
@MatthewPablo 10 лет назад
You apply it to the event not the actual wave file itself.
@hilldavid
@hilldavid 8 лет назад
+Matthew Pablo that doesnt work for me. Any suggestions?
@PaladinfffLeeroy
@PaladinfffLeeroy 9 лет назад
THANK YOU! I had been trying to use crossfading by double clicking the loop region thing but I just couldn't get it to work the way I wanted to and got really really frustrated. I often get frustrated quite easily...This is a different method than what my teacher explained to me. I would however like to know how to do that method that my teacher explained, as I didn't really get it. I am not aspiring to become a music composer, actually I don't like doing audio work at all but since I have to do it for school to get a hang of the basics of audio design I do want to do it properly.
@Sirevanacc
@Sirevanacc 7 лет назад
Bro, I was driving myself crazy with this. Thanks for this tutorial, nobody explains this so well!
@PBgeoffrey
@PBgeoffrey 9 лет назад
Thanks for doing this! Very helpful
@taylormichaelryan
@taylormichaelryan 10 лет назад
Howdy sir! Just wanted to thank you for taking the time to make these and all of your tutorial and demo videos! I'm personally learning a lot from them and look forward to more in the future when the chance arises!
@IPU2213
@IPU2213 9 лет назад
This a very helpful tutorial however how would you get these transitions to be recognised within Unreal Engine 4? I have saved them and builded the master bank in Unreals Project Folders also the FMOD event itself is recognised with the transition parameters but only when you right click and edit. How do you automate these throughout a race circuit so to speak in Unreal Engine 4? Please Respond !!
@SpamDestroyer
@SpamDestroyer 7 лет назад
Modify the transition parameter through game logic using BPs
@lunaz8253
@lunaz8253 4 года назад
Thanks! Very helpful.
@BillyPalmerMusic
@BillyPalmerMusic 6 лет назад
Really really helpful - thanks for this!
@willsullivan6464
@willsullivan6464 5 лет назад
Great tutorial thanks! subbed
@Hereson
@Hereson 10 лет назад
Love this O.O!
@hungrydave1977
@hungrydave1977 10 лет назад
do you make different Fmod projects for each different themed music section in a game or do you run them all in the same Fmod project? Is there anyway to trigger changes from one event layer to another?
@MatthewPablo
@MatthewPablo 10 лет назад
I usually separate my FMOD projects for different game scenes or if a game is simple enough, just for the entire game. You can have multiple events within a a single event bank. Remember one project can hold as many different events as you want. Kind of insane; but within one event you can paste down an event inside the audio track, and then more events within THAT audio track itself, and you can keep going with that too. Not sure how to trigger a new event from the event bank. Consider just using events within the audio tracks.
@hungrydave1977
@hungrydave1977 10 лет назад
Matthew Pablo I see. Yes, that makes sense. Thankyou. I'm having a problem with tails on transitions, let's say for example i have an effected sound that builds up towards the end of a loop section, then tails off with filtered delays and the tail crosses over the looped section. If i transition to a new section, of course i lose the tail. I'm solving this problem at the moment by making all my source loops twice as long so the first half of the source loop includes the tail and the second half doesn't, which means i can transition in with the tail, and then loop around the second half. Obviously this is not very economical - doubling all my loop lengths. Do you know a better way?
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