Summary
We've created a good deal of sound design examples ourselves throughout this chapter, and explored a huge variety of sound topics. Specifically, we covered how to get our first raw sound into a playable engine format, starting from creating an FMOD Designer project, all the way to assigning the event created within FMOD, to an AmbientVolume entity within a level. We also discussed some important FMOD parameters that we can assign to sound events, which include spread
, distance
, battle
, daylight
, particlefx
, and environment
. The sound browser was discussed briefly, which can preview the effects of these parameters.
We created events for other useful entities, such as RandomSoundVolumes and ReverbVolumes. Finally, we saw where to assign sound events to weapons, and discussed the SCAR.xml
example and some specifics on its workflow and setup. Now that we've learned how to put the final touch on our player experience using sound, we are ready to share it with the world!