very simple and works like a charm, thank you for it!
@FesliyanStudios2 жыл бұрын
Hey Scott, can you look into the following and explain? Someone mentioned this in the comments; "There's another way to do this other than what Scott suggested in the comment. You can use the distance parameter to set snapshot's intensity, so when you're getting away from the zone, the reverb is lowered. I found this on Fmod forums." I can't seem to figure that part out?
@NihilQuest4 жыл бұрын
I found snapshots to be a bit limited for this purpose. They only work properly for the sounds within the zone. If the player is in the cave but the shot is outside the cave, it shouldn't have the cave reverb (well, maybe a little bit). This video was made 2 years ago, so I wonder if you have found a better way to do this?
@ScottGameSounds4 жыл бұрын
Yeah there definitely are better ways that this. Like you said, I made this 2 years ago so I was just sharing the first way I learnt how to make reverb zones. Thanks for pointing this out to me Nhil. I might look into making an updated video.
@pietrosammarco62252 жыл бұрын
Not sure i follow what the issue is. Can't you just exclude those sounds from the send? (or as you say, send only a little bit?)
@Pant4rej2 жыл бұрын
@@ScottGameSounds please do update im learning fmod and saddly theres lack of video tutorials
@nankinink2 жыл бұрын
Hey, can you give me any direction on how to tackle the case where you, as the player, and a moving audio source are in the same room, it reverbs fine. But when the object exits the room, the reverb keeps going because you are inside the room but the source is already in a place where no reverberation should occur.
@GEORGE.M.M4 жыл бұрын
Hey great tutorial, quick question, I'm new to the audio side of game design and I'm looking to emulate the convolution reverberation of a concert hall, to provide a degree of realness of what that space might sound like in real life, in terms of reverb and sound level as the 1st person character walks/flys through space and gets closer to the stage the louder the sound will get and depending on the direction the player is facing the direction which the source (a theoretical point representing an orchestra) is playing. Any directions on how to set this up will be deeply appreciated, I've just started watching your material and look forward to hear from you!
@ScottGameSounds4 жыл бұрын
Hey George thanks for the comment. Most of that sounds pretty standard and easy to do with FMOD in Unity. Creating a 3D event in FMOD will automatically change where the player hears the event (or sound or music) from as well as reduce the volume of it based on the distance between the listener and the sound source. FMOD also provides you with it's own real time reverb effect so I'm sure you'll be able to find a concert hall reverb using that. In fact if you really want to get precisie, FMOD allows you to use convolution reverbs. So you could go out into the real world, find a concept hall you like the sound of, record an impulse (basically a sound that's like a quick bang like a balloon popping or a gun shot) and then just drop that into FMOD's convolution reverb effect and boom! You have a realistic concert hall reverb. Look up convolution reverbs and impulse responses on google if this sounds interesting to you. Was this helpful?
@d4funky13 жыл бұрын
The classic 'OK' 2:26
@PhotoMakers3 жыл бұрын
Thanks for the video!! I'm wondering how to create a slider in Unity that controls only the Wet value, or Room Size, for example. I can create the global parameters, but don't know how to load them in unity. All local parameters I could load without problems. Any suggestion?
@ScottGameSounds3 жыл бұрын
Hey Canal. Yes you have to write something different in your scripts to use Global paramters. I made a whole video about the differences between local and global params in Unity's C#, that should help you out: kzbin.info/www/bejne/h6bNepaebLmDeLc Best of luck mate! Thanks for the comment!
@PhotoMakers3 жыл бұрын
@@ScottGameSounds Thanks, Scott!! I've achieved the expected result during the weekend trials! :) I'm wondering if you have anything related to FMOD programmer instrument and Unity. I have the code to download my audio files from the web, but don't know how to assign them to specific programmer instruments. :) Thanks for your amazing channel!!!
@ScottGameSounds3 жыл бұрын
I don't at the moment but I am working on a video for programmer instruments. They're a little bit tricky to explain so still working out how I'm going to share them.
@PhotoMakers3 жыл бұрын
@@ScottGameSounds that would be awesome!!! I really appreciate your help!!
@pietrosammarco62252 жыл бұрын
Thank you for your videos. Question: How do we get a reverb zone (ie, snapshot) to be applied gradually based on player's position? I don't want to use seek speed because that's absolute time. Essentially, I'd like the Box Collider to have something like a transitional "grey zone" (instead of the collision with the box being a hard edged ON or OFF). Is this possible? I mean, I'd like an intensity dial that is controlled by how far into a box collider the player goes... so that the further into the box you go, the more intense the reverb (snapshot) is. This would be for footsteps. So one idea that came to mind was to drag the Reverb snapshot into my footsteps event and have a parameter to increase the snapshot intensity. Am I on the right track?
@ScottGameSounds2 жыл бұрын
Hey thanks pietrosammarco. Yes that is possible but its not a very easy thing to explain in a comment sadly. You'd need to write more code that gets the position and the scale of the trigger box and then measure the players position once their inside the box relative to the boxes position and scale. I might make a video on this. Would be a very useful tool.
@pietrosammarco62252 жыл бұрын
@@ScottGameSounds please do! Please do!
@monomono4 жыл бұрын
This is great info. Is there a way to make the reverb a bit more gradual ? Verb seems very abrupt. mostly when fading out.
@ScottGameSounds4 жыл бұрын
Yes there is. In FMOD, open the mixer window, select the Snapshot tab and select your snapshot. Right click on the intensity dial in the bottom right corner and select 'Add Modulation' -> 'AHDSR'. Using the AHDSR Modulator, you can tell your snapshot to fade in by adjusting the attack time and fade out by adjusting the release time.
@NihilQuest4 жыл бұрын
There's another way to do this other than what Scott suggested in the comment. You can use the distance parameter to set snapshot's intensity, so when you're getting away from the zone, the reverb is lowered. I found this on Fmod forums.
@FesliyanStudios2 жыл бұрын
@@NihilQuest Can you please point to this for me?
@NihilQuest2 жыл бұрын
@@FesliyanStudios I hope you managed to read my answer before YT deleted it : )
@Vishwas-ok4gd7 жыл бұрын
Hey Scott!! Thankyou for all the insights into Fmod and Unity it has been a great help, Could you do some tutorials on Steamaudio and Oculus Spatializer Plugins for Fmod, Thanks in advance!
@ScottGameSounds7 жыл бұрын
mmmmm... now that sir is a challenge! I think my next video is going to be about creating spell casting sounds as it was requested to me earlier today and I've already got some ideas for it. But I'll certainly look into it for you, although I don't currently own an Oculus Rift so hopefully we can find a work around. I'd certainly love to touch more on 3D sounds for VR.
@Vishwas-ok4gd7 жыл бұрын
Thanks Scott! Agreed not having a OR to test is a challenge and 3D/VR space is so interesting but with not much resources to understand how it works! Will be looking forward to see the tutorial on spell casting sounds aswell! Cheers!
@Maplefoxx-vl2ew4 ай бұрын
i wish you would have showed how you did your sends. it's too confusing just listening to you explain it .. i can't understand this from this video sorry
@kubix3542 ай бұрын
Same i came here thinking its tutorial but its just show off