utopia-rise / fmod-gdextension

FMOD Studio GDExtension bindings for the Godot game engine
MIT License
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getting fmod's .fspro file for demo project ? #113

Closed jyg closed 2 years ago

jyg commented 2 years ago

Hello, I'm trying the fmod integration in Godot. Demo project works great on my system (Linux 64) Many thanks for your work !! Would it be possible to get the fmod project (.fspro) you used to generate the bank used in Godot. I would like to learn and experiment the "live update" feature

piiertho commented 2 years ago

Hello !

We used project given by fmod.
You should be able to download it in learning resource section: https://www.fmod.com/download#learningresources

jyg commented 2 years ago

Thanks ! I just realized that. Related to the LiveUpdate feature, I think I missed something... I can connect Fmod Studio and the Godot demo project, but they don't seem to interact. For example, I can hear 2 engines, one from Godot and another from Fmod Studio, but if I change RPM and call Fmod.set_event_parameter_by_name(id, "RPM", rpm) from Godot, RPM parameter in Fmod Studio remains unchanged.

piiertho commented 2 years ago

I'm not a sound designer so I'm not an expert with fmod studio.
I don't see how we should connect them, as godot is using exported banks.
Do you know if it is something possible with unity or unreal ?

jyg commented 2 years ago

Good news here : I followed this tutorial https://youtu.be/mv_YKTYKKlU?t=2328 about Fmod integration in Unity and I could reproduce the steps with Godot : I could remotely control some audio levels in Godot in real time, from FmodStudio Gui ! I think the only thing that differs is when you adjust the volume levels or anything else in FmodStudio in LiveUpdate mode : you have to rebuild the bank and rei-mport it in Godot project in order to save changes if you disable LiveUpdate mode, because Godot doesn't know about the Fmod Studio session location. But I may be wrong. Anyway, sorry for the noise and thanks for your work, it's fine !