FMOD Ex Programmer’s API is a sound engine that revolutionizes sound system for multimedia developers, sound engineers, audio designers, game developers and musicians. It provides both low-level API and data-driven API [used with FMOD Designer]. It maximizes headroom and sound quality by using floating point calculations along with full 32bit interpolation. Submixing, flexible routing and output channel choices are provided with its node-based architecture. Input channels can be connected to any output channel using simple 2D matrix. You can output to stereo, mono, 7.1, 5.1, Dolby Pro Logic or Pro Logic 2. 14 DSP effects are provided such as echo, reverb, chorus, etc. FMOD Ex supports compressed formats such as MP2, MP3, XMA, ADPCM, etc. Compressed samples can be sequenced or looped with other samples without clicks, gaps or other effects. FMOD’s encoder manages your audio’s destination format. It supports a lot of formats such as OGG, MOD, WAV, MIDI, etc. You may add your own codecs using its plug-in support. You can play your files up to 16 channels. You can make realistic soundscapes by filtering, applying volume, Doppler effect to stereo, mono and multichannel samples and surround panning. You can make transitions from one ambience to another using 3D reverbs. You can use Head-Related Transfer Function [HRTF] for 3D realism using headphones. Thousands of sounds in a game can be played at once using Virtual Voices. FMOD Ex Programmer’s API supports Linux, Windows, Mac, Sony PSP, PSP3, PSP Vita, Apple iPhone and iPad, Xbox 360, Wii, Wii U, Android and Google Native Client.
FMOD Designer 2010 is software intended to create game sound and to make it more convenient for game audio designers to produce it so they can devote more time in their creativity. It features FMOD Unreal Engine 3, an audio integration that offers flexibility with game engines such as Scaleform, Vision Engine, Unreal Engine, BigWorld, Unity and CryENGINE. FMOD provides default audio solution for CryENGINE, Unity and BigWorld. You can easily adjust settings of multiple sound effects using the Graphical Bulk Editor. It supports and provides a customized graphical interface for pitch & pitch randomization, volume & volume randomization, fade in & out, reverb wet & dry levels, rolloff curve, min & max distance and playback behavior. The Multi-Track Editor lets you create complicated sound effects like weapons, car engines, crowd simulations, backgrounds or ambiences. It creates sound effects with dynamic response to game events. You can use game parameters to create different sounds within sound effects and to control DSP properties and effects. You can create musical transitions from one genre to another. You can use reverb presets provided by FMOD or create your own. FMOD’s network audition allows you to do live mixing. Its profiler allows you to monitor your memory and CPU usage while playing a game. You can split and compress your audio files and assign them to sound banks for you to control your memory usage. FMOD Sound Bank Files are formatted as FSB. They are created with FEV files that contain the metadata for the audio event utilized by the game program code to create sounds during playing. Game installation files are often packaged with FEV and FSB files. FMOD supports audio formats such as XMA, VAG, MP2, MP3, CELT, PCM, GCADPCM and ADPCM. FMOD Designer 2010 can manage and create content that serves multiple language markets and target platforms in a single project. It supports Mac, Windows, Linux, iPad, iPhone, Wii, Xbox 360, PS2, PS3 and PSP.
Using FMOD Sandbox, Firelight Technologies' audio design application, the user can choose from different states of realistic audio experience. They can move around freely from any perspective to listen to their choices. This software is intended as a tandem with FMOD Designer for exploring 3D parameters to be applied to sound. The FMOD Ex Sandbox has stable versions and ones under development for Windows and Mac platforms. File formats that are recognized by FMOD Sandbox include FSB files that are created as FMOD Sample Bank files. FMOD Designer has sound banks that are intended for storage of sound files that are split and compressed to maximize the user’s memory usage. For example, the user can split a game sound by assigning music into one bank and the character sounds into another bank. The user can choose the compression settings for each bank. Using sample rate optimization, the user can compress the size of the banks without compromising audio quality.
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