FMOD Discussion [ATS]

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SCS as a company do not wish to have paid mods on this forum. While we understand that not all paid mods use the Intellectual Property of other companies/people, it is very hard to moderate what is and isn't acceptable when money is involved. There are also concerns that it could look unfavorable to potential work partners going forward if SCS allow mods that may potentially use unlicensed branding.
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Robinicus
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Re: FMOD Discussion

#21 Post by Robinicus » 17 Jan 2020 17:03

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Last edited by Robinicus on 21 Feb 2020 20:20, edited 1 time in total.
Some newbie driver
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Re: FMOD Discussion

#22 Post by Some newbie driver » 17 Jan 2020 20:19

Robinicus, in other thread you commented (in a simplified way, I understand) that with FMOD, a moder should work that way: do some changes, "compile" the sound result, try the game, check there if it sounds as expected and back to the edition; rinse and repeat. Way more work than now because moders will be not able to independently manipulate each file by separated and hearing the result in real time with a normal audio editor. Correct me if I understood you wrong.

But that should be the same issue SCS would face, unless they were using some tools that allows them to work "in real time" like if they were inside the game. Right? My point is that, like SCS has developed their blender tools to streamline their 3D modeling process; it's probable they have developed the tools necessary to properly develop the new audio effects of the game with FMOD. Could we expect them they release that base tool like they release blender tools?
Robinicus wrote: 17 Jan 2020 17:03EDIT: The other thing that will be a challenge in all of this is paid mods.
As far as I remember, SCS doesn't allow mods made for profit but they exist anyway (also people that steal free mods and charge for them on their webs). Unfortunately, I doubt people that behave that way to bother at all about FMOD licenses either.

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xXCARL1992Xx
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Re: FMOD Discussion

#23 Post by xXCARL1992Xx » 17 Jan 2020 20:21

FMod themselves have tools/programs everybody can use to make sounds, SCS doesnt need to program anything, this was the reason why they switch, amongst others
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bryntrollian
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Re: FMOD Discussion

#24 Post by bryntrollian » 17 Jan 2020 21:13

The implications are huge and it all seems to depend on whether or not SCS would be willing to open it up to us, because it is a very real chance that they may not deem it a reasonable use of development time, or at the very least, not right away.
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Robinicus
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Re: FMOD Discussion

#25 Post by Robinicus » 17 Jan 2020 21:35

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

#26 Post by xyzan » 17 Jan 2020 21:48

One owner of payed mods already said that he is waiting for fmod, he have experience with it. So, I think that those guys won't have much of a problem if they worked with some sounds. I more worried how learning curve will touch other popular sound modders. I really hope that not that much. I believe they are very talented guys and can learn quote quickly.
Some newbie driver
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Re: FMOD Discussion

#27 Post by Some newbie driver » 17 Jan 2020 21:55

@Robinicus So I understood it completely the opposite of what you meant then. Thanks for the answer.
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Robinicus
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Re: FMOD Discussion

#28 Post by Robinicus » 17 Jan 2020 22:57

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Last edited by Robinicus on 21 Feb 2020 20:31, edited 1 time in total.
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flight50
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Re: FMOD Discussion

#29 Post by flight50 » 17 Jan 2020 23:46

I am sure SCS went all in on Fmod, so lets hope they will have all the bells and whistles. $329 Euros should be nothing for the massive upgrade it will bring. I think I recall them at or past 10 million copies sold between ETS2/ATS. Obviously not that many play. In the last stream, I think Pavel mention that per month, there is about 250k that play at least once a month. That's a lot of eyes.
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Robinicus
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Re: FMOD Discussion

#30 Post by Robinicus » 17 Jan 2020 23:48

I meant that is what I have to pay if I want that feature...of course they will buy it :)
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