FMOD Discussion [ATS]

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Robinicus
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FMOD Discussion [ATS]

#1 Post by Robinicus » 16 Jan 2020 16:04

The original intent of this thread was to work as a bridge to support FMOD until SCS had their wiki updated at a level where users could go for support; it has now been 20 months without any substantive investment in time to update it by them and I have decided to remove the info.

When I can't even get a message returned this far in it is clear to me this effort has been taken for granted.

Please direct all inquiries for FMOD support to SCS
Last edited by Robinicus on 26 Oct 2021 20:26, edited 125 times in total.
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room217au
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Re: FMOD Discussion

#3 Post by room217au » 17 Jan 2020 01:05

Robinicus wrote: 16 Jan 2020 16:04There is no way to export to a consolidated .wav or .ogg that the game could read once they implement FMOD, it will only read the .fdp
Does this mean that we'll be able to create high quality stereo sounds, or even have reverb in tunnels?
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Robinicus
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Re: FMOD Discussion

#4 Post by Robinicus » 17 Jan 2020 02:06

.
Last edited by Robinicus on 21 Feb 2020 20:19, edited 1 time in total.
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flight50
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Re: FMOD Discussion

#5 Post by flight50 » 17 Jan 2020 02:56

Well they have had plenty of time to adjust to it. I'd like to think they got someone to train them on it. Otherwise, they are self taught. It wouldn't hurt to get professional trying on the people that sale it to companies. That offers the best support. I am sure Fmod will do well for SCS. It will be an upgrade for sure to what we currently know.
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yukonjack_ak
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Re: FMOD Discussion

#6 Post by yukonjack_ak » 17 Jan 2020 03:05

As a longtime Forza Motorsports fan (uses FMOD), I'm really looking forward to seeing what SCS does with it. Having different pavement types make different sounds, the echo and reverb in tunnels, hearing the leaves whip up as you drive by, and the incredibly rich engine notes from Forza are what make the game more than just an arcady-ish sim IMO and really add to the world building.

I sincerely hope that Kriechaum and you, Robinicus, are able to translate the already great engine libraries you have to FMOD as I think the vanilla sounds lack any sort of umph at all (I need a C15 to sound like a C15 and not a leaf-blower).
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Robinicus
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Re: FMOD Discussion

#7 Post by Robinicus » 17 Jan 2020 03:26

@yukonjack_ak thanks for the kind words, Kriechaum & Wilson212 deserve a hell of a lot more credit than me...I just took some of what they did and tweaked it to my own eq and level tastes....without their work I wouldn't have had anything to work with.
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Blackspots
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Re: FMOD Discussion

#8 Post by Blackspots » 17 Jan 2020 03:33

FMOD will make sound mods obsolete.
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Robinicus
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Re: FMOD Discussion

#9 Post by Robinicus » 17 Jan 2020 03:45

.
Last edited by Robinicus on 21 Feb 2020 20:30, edited 1 time in total.
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flight50
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Re: FMOD Discussion

#10 Post by flight50 » 17 Jan 2020 05:37

As long as Kriechbaum's sound mod is in tact and working well with Fmod, I am good to go. I started using his sound mod about a 1-2 years ago and I love my engine sound on my W900. The stock W900 actually isn't to bad to me. It's just not deem with that umph. Fmod should enhance our experience though. I'd be sorely surprised if the opposite effect happens.
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