Contents
WARNING !
The sound system and current pages are in 'work in progress' state. We continuously update content of the site and the audio data structures.
FMOD®
The FMOD® system is now (from 1.37 version) used as a core sound engine in the game.
The FMOD® Studio 2.00.07 version is currently in use.
See FMOD documentation (www.fmod.com) to better understand of the sound system.
Sound and Sound Bank(s)
Each sound is represented by the sound Event. An Event is an instanceable sound unit of the FMOD Studio project.
All sounds/events are provided by sound banks. The final sound banks are builded by FMOD Studio.
Master Bank
Master Bank is primary sound bank of the sound system.
There are not any Events in the bank.
The Master Bank defines:
- The sound buses
Events in FMOD Studio do not exist in a vacuum. Their output is routed into the project mixer.
The Events have to be routed to the some bus registered at the Master Bank.
User can set the sound volume and mute state in the application settings for each bus which is used as a routing target for sound events. - Mixer and Routing
The project mixer consists of a number of interconnected buses. Connection between the audio buses describe the sound event flow through the sound system. - Global Parameters
An event contains and is primarily composed of tracks and parameters.
Some parameters are defined in the master. This parameters are global and can be used for Automation and Modulation of events across all banks.
The Master Bank is a fundamental building block of the sound system.
Never change the Master Bank!
Only if you absolutely sure what you are doing and you are rewriting all the sounds of the game you can change it.
Sound definition
A common sound in game is the Event in the FMOD Studio project.
Each object (bank, bus, event, parameter, etc.) used by FMOD system has unique identifier - GUID.
(GUID is somthing like this: {1315eda7-1829-4dd8-9d1a-176f65637ab2})