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Elvis Suhadolnik Bonesso

3 hours of condensed material. Straight-forward and concise classes.

If you wonder how sounds are implemented into games, this course you tell you all about it.

FMOD is an audio middleware that creates probability, looping sections, and parameter triggers, among many other useful tools to create living soundscapes and music interactions.

Your studying tools for this course will be the softwares: FMOD & Unity, and the free asset pack 'Viking Village', of which you'll be giving life to, through sounds.

Here's a full list of things we'll be talking about in this course.

Read more

3 hours of condensed material. Straight-forward and concise classes.

If you wonder how sounds are implemented into games, this course you tell you all about it.

FMOD is an audio middleware that creates probability, looping sections, and parameter triggers, among many other useful tools to create living soundscapes and music interactions.

Your studying tools for this course will be the softwares: FMOD & Unity, and the free asset pack 'Viking Village', of which you'll be giving life to, through sounds.

Here's a full list of things we'll be talking about in this course.

1) Installation & Setup

-FMOD & Unity Download

-Creating Unity Project, Importing Viking Village

-Unity Navigation, Viking Village Overview

-Linking FMOD to Unity

2) Preparation & Side Notes

-Linking FMOD & Reaper

-Navigation, Editing and Shortcuts in FMOD

-FMOD Effects Overview

3) FMOD

-FMOD Overview

-Making an Audio List and Where to Look for Sounds

-Adding Assets and Making Folders

-Creating Events - Action vs Timeline Events - Torch

-Soundscape 2D - Multi Instrument

-Stable Event - Scatter Instrument

-Waves Event - Asynch Options

-Wheel - Pitch Shifter & Compressor

-Workspace - Probability + Multiband EQ + Modulation

-Bar - Creating Outside Perspective (doors closed)

-Boat Sound Design - Finding Loop Spot

-Music  Part 1 - Exporting Stems, Tempo Markers

-Music  Part 2 - Parameters, Transitions & Markers

-Music Part 3  - Parameter Sheet + Automation, Seek Speed

-Music Part 4 - Crossfading Instrumentation

-Music Part 5 - Transition Region + Quantization

-Music Part 6 - Magnet Regions + Quantization

-Music Part 7 - Randomizing Sections

4) Unity

-Adding FMOD Listener and 2D Soundscape

-AHDSR - Fading In and Out FMOD Events

-Stable - Trigger Enter & Exit

-Waves - Sphere Emitters

-Bar Emitter

-Boat - Odin Call

-Torches - Adding Emitters on Prefabs

-Wheel - Adding Sounds to Items

-Workspace Emitter

-Music Triggers

5) FMOD & Unity

-FMOD - Music Part 8 - On Off Parameter

-Unity - Music On Off Trigger

-FMOD - Footsteps

-Unity - Footsteps

-FMOD - Mixer & Creating Groups

-Unity & FMOD - Organizing FMOD Mixer and Events + Unity Events

-Unity & FMOD - Snapshots Part 1 - Inside Perspective

-Unity & FMOD - Snapshots Part 2 - Losing Senses Effect

-Unity & FMOD - Snapshots Part 3 - Health Parameter

-Unity & FMOD - Live Mixing, Basic Tweaks

-Unity & FMOD - Sandbox

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What's inside

Syllabus

Course Intro
COURSE INTRO
Installation & Setup
FMOD & Unity Download
Read more
Creating Unity Project, Importing Viking Village
Unity Navigation, Viking Village Overview
Linking FMOD to Unity
Preparation and Side Notes
Linking FMOD & Reaper
Navigation, Editing and Shortcuts in FMOD
FMOD Effects Overview
FMOD
FMOD Overview
Making an Audio List and Where to Look for Sounds
Adding Assets and Making Folders
Creating Events - Action vs Timeline Events - Torch
Soundscape 2D - Multi Instrument
Stable Event - Scatter Instrument
Waves Event - Asynch Options
Wheel - Pitch Shifter & Compressor
Workspace - Probability + Multiband EQ + Modulation
Bar - Creating Outside Perspective (doors closed)
Boat Sound Design - Finding Loop Spot
Music Part 1 - Exporting Stems, Tempo Markers
Music Part 2 - Parameters, Transitions & Markers
Music Part 3 - Parameter Sheet + Automation, Seek Speed
Music Part 4 - Crossfading Instrumentation
Music Part 5 - Transition Region + Quantization
Music Part 6 - Magnet Regions + Quantization
Music Part 7 - Randomizing Sections
Unity
Adding FMOD Listener and 2D Soundscape
AHDSR - Fading In and Out FMOD Events
Stable - Trigger Enter & Exit
Waves - Sphere Emitters
Bar Emitter
Boat - Odin Call
Torches - Adding Emitters on Prefabs
Wheel - Adding Sounds to Items
Workspace Emitter
Music Triggers
FMOD & Unity
FMOD - Music Part 8 - On Off Parameter
Unity - Music On Off Trigger
FMOD - Footsteps
Unity - Footsteps
FMOD - Mixer & Creating Groups
Unity & FMOD - Organizing FMOD Mixer and Events + Unity Events
Unity & FMOD - Snapshots Part 1 - Inside Perspective
Unity & FMOD - Snapshots Part 2 - Losing Senses Effect
FMOD & Unity - Snapshots Part 3 - Health Parameter
Unity & FMOD - Live Mixing, Basic Tweaks
Unity & FMOD - Sandbox
Final Thoughts

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Activities

Be better prepared before your course. Deepen your understanding during and after it. Supplement your coursework and achieve mastery of the topics covered in FMOD for Game Audio with these activities:
Review Audio Engineering Fundamentals
Reviewing audio engineering fundamentals will help you better understand the concepts used in FMOD and how they apply to game audio.
Browse courses on Audio Engineering
Show steps
  • Review basic audio concepts like frequency, amplitude, and panning.
  • Practice using a Digital Audio Workstation (DAW) to manipulate audio.
  • Familiarize yourself with common audio effects like EQ, compression, and reverb.
Explore 'Designing Sound'
This book provides a deeper understanding of sound synthesis and processing, which can enhance your ability to create unique and compelling game audio using FMOD.
Show steps
  • Read the chapters on sound synthesis techniques.
  • Experiment with creating your own sounds using the techniques described in the book.
  • Apply these techniques to your FMOD projects to create unique sound effects and musical elements.
Read 'The Sound Effects Bible'
Reading this book will provide a solid foundation in sound design principles, which are essential for creating compelling game audio using FMOD.
Show steps
  • Read the chapters on recording techniques and microphone placement.
  • Study the sections on editing and mixing sound effects.
  • Experiment with creating your own sound effects using the techniques described in the book.
Four other activities
Expand to see all activities and additional details
Show all seven activities
Recreate Game Audio Examples
Practicing by recreating existing game audio examples will help you develop your skills and learn new techniques.
Show steps
  • Find examples of interesting game audio from various games.
  • Analyze the sounds and try to recreate them using FMOD and Unity.
  • Compare your results with the original sounds and identify areas for improvement.
Design Sound for a Simple Game Level
Working on a small project will allow you to apply the concepts learned in the course and gain practical experience with FMOD and Unity.
Show steps
  • Choose a simple game level or environment (e.g., a room, a forest, a street).
  • Identify the key sound events that need to be created (e.g., footsteps, ambient sounds, object interactions).
  • Create or source the necessary sound assets.
  • Implement the sounds in FMOD and integrate them into the game level in Unity.
  • Test and refine the sound design to create an immersive experience.
Create a Sound Design Breakdown Video
Creating a video explaining your sound design process will reinforce your understanding and allow you to share your knowledge with others.
Show steps
  • Choose a specific sound event or scene from a game.
  • Analyze the sound design and identify the key elements.
  • Record a video explaining your analysis and how the sounds were created using FMOD and Unity.
  • Edit the video and add visuals to illustrate your points.
  • Share the video online and get feedback from others.
Contribute to an Open Source Game Audio Project
Contributing to an open-source project will provide valuable experience working with a team and applying your skills to a real-world project.
Show steps
  • Find an open-source game project that uses FMOD or Unity for audio.
  • Identify areas where you can contribute, such as creating sound effects, implementing music, or fixing bugs.
  • Communicate with the project team and submit your contributions.
  • Get feedback on your work and iterate to improve your skills.

Career center

Learners who complete FMOD for Game Audio will develop knowledge and skills that may be useful to these careers:
Sound Designer
The role of a Sound Designer involves creating and implementing sound effects and audio elements for various media. This includes video games, films, television, and other interactive experiences. Sound Designers craft the sonic landscape, ensuring that the audio complements the visual elements and enhances the overall user experience. This course is specifically designed to help you understand how sounds are implemented into games. The extensive work in FMOD and Unity helps build experience with industry-standard tools that are essential for any aspiring Sound Designer.
Game Audio Implementer
A Game Audio Implementer is responsible for integrating audio assets into video games, working closely with sound designers and programmers. They use specialized software to bring the sound designer's vision to life within the game engine. This course provides hands-on experience with FMOD and Unity, which are crucial tools for audio implementation in games. The course's focus on linking FMOD to Unity, creating events, and using parameters directly translates to the core responsibilities of a Game Audio Implementer.
Interactive Music Composer
An Interactive Music Composer creates and implements music that adapts dynamically to player actions and events within a video game. This role requires a strong understanding of both music composition and game development principles. This course delves into creating interactive music using FMOD, including tempo markers, parameters, transitions, and randomization. This is essential knowledge for any Interactive Music Composer wanting to create dynamic and responsive music for games.
Audio Programmer
An Audio Programmer works on the technical aspects of game audio, developing systems for sound playback, mixing, and special effects. They often collaborate with sound designers and other programmers to create immersive and dynamic audio experiences. While this course may not cover advanced programming concepts, it provides a solid foundation in the fundamentals of audio implementation within a game engine using FMOD and Unity, familiarizing the aspiring Audio Programmer to the context for their code.
Sound Effects Editor
A Sound Effects Editor is responsible for selecting, editing, and synchronizing sound effects for various media, ensuring that they align with the visuals and enhance the storytelling. This course covers adding assets, making folders, and creating events in FMOD. These are skills that directly apply to the workflow of a Sound Effects Editor who needs to organize and implement sound effects effectively.
Virtual Reality Audio Designer
As a Virtual Reality Audio Designer, one crafts immersive audio experiences specifically for virtual reality environments. Work involves creating spatial audio effects and interactive soundscapes that enhance the sense of presence and realism for the user. The course is a good starting point, offering insights into using FMOD and Unity to create and implement soundscapes. This is beneficial for a Virtual Reality Audio Designer who needs to bring virtual environments to life through sound.
Middleware Developer
A Middleware Developer designs and builds software tools that bridge the gap between different systems or applications. In the context of game audio, this could involve creating plugins or extensions for audio middleware like FMOD. Although the course focuses on *using* FMOD, understanding its capabilities, as thoroughly explored in this course, is valuable for anyone aiming to become a Middleware Developer specializing in audio. You will gain insights into how FMOD functions and how it integrates with game engines.
Audio Artist
An Audio Artist creates soundscapes and audio experiences for interactive installations, performances, or other artistic endeavors. This course may prove useful, by providing hands-on experience with FMOD and Unity, which can be adapted for creating interactive audio environments beyond just games. The skills learned in creating soundscapes and implementing interactive music triggers would be directly applicable. It can teach new ways to utilize a medium.
Audio Director
The Audio Director is responsible for overseeing all aspects of audio production for a video game or media project. This leadership role involves guiding sound designers, composers, and audio programmers to create a cohesive and impactful soundscape. This course may be useful for an aspiring Audio Director. You will gain a practical understanding of the tools and techniques used by their team, specifically FMOD. By understanding the capabilities of FMOD, the audio director can guide their team to a positive result.
Game Designer
A Game Designer creates the overall vision and gameplay mechanics for a video game. While not solely focused on audio, understanding how sound is implemented is crucial for creating a cohesive and immersive experience. This course may be useful, providing insight into how audio middleware like FMOD is used to bring games to life. This will help a Game Designer appreciate the importance of sound design and effectively integrate audio into their game designs.
Post Production Audio Engineer
A Post Production Audio Engineer refines and enhances audio recordings for films, television shows, and other media. While the course focuses on game audio, understanding the basics of sound implementation and mixing within a game engine can broaden an engineer's perspective on audio production. The knowledge of FMOD's mixing capabilities, snapshots, and parameter controls may be of interest for its different implementations.
Music Producer
Music Producers oversee the creative and technical aspects of recording and producing music. Although this course is centered around game audio, the sections on music implementation within FMOD, including tempo markers, transitions, and crossfading, may be useful. The learning about interactive music design can inspire new approaches to music production.
Field Recordist
A Field Recordist captures high-quality audio recordings in various environments. These recordings are often used in sound design for games, films, and other media. A basic overview of FMOD may be useful, providing a glimpse into how field recordings are ultimately implemented and manipulated in interactive media projects. This is especially relevant if the Field Recordist wants to tailor their recordings to be more easily integrated into game audio workflows.
Acoustic Consultant
An Acoustic Consultant analyzes and designs spaces to optimize sound quality and minimize unwanted noise. While this course focuses on game audio, it helps build a basic understanding of audio principles and tools that can be helpful. The knowledge of audio implementation and sound design gained may be useful, providing a foundation for understanding how sound interacts with virtual environments, which can translate to real-world acoustic considerations.
Sound System Designer
A Sound System Designer plans, designs, and installs audio systems for venues ranging from theaters to stadiums. While this course focuses on game audio, it provides a valuable perspective on how sound is implemented and experienced in interactive environments. An understanding of the concepts explored in this course helps build an appreciation for the importance of well-designed audio systems. This may be useful to get you started, but further education is likely needed.

Reading list

We've selected two books that we think will supplement your learning. Use these to develop background knowledge, enrich your coursework, and gain a deeper understanding of the topics covered in FMOD for Game Audio.
Delves into the technical aspects of sound synthesis and processing, providing a deeper understanding of how sounds are created and manipulated. It's particularly useful for understanding the underlying principles behind FMOD's effects and parameters. While more theoretical than practical, it offers valuable insights for advanced sound design techniques. This book is often used in university courses on sound design.
Comprehensive guide to creating and recording sound effects. It covers a wide range of topics, from microphone techniques to editing and mixing. It's a valuable resource for anyone interested in game audio, providing practical advice and inspiration for creating immersive soundscapes. While not directly about FMOD, it provides a strong foundation in sound design principles.

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