Game Development Community

Front Line Winners Unite! FMOD now available for Torque Users

by Derek Bronson · 02/25/2009 (11:06 pm) · 18 comments

68.233.5.139/~transfer/products/fmod/fmod-new-logo-transbg.png
Hey Guys,

It's been awhile since I posted a blog, but with news like this I simply had to say something. The Audio Tool of the Year, FMOD, is now available for purchase in the Developer Store for only $100. This particular license of FMOD mimics the Indie license of our engines, making it an awesome opportunity for indies on a budget to use cutting edge sound technology. FMOD has been used on such games as Little Big Planet, World of Warcraft, Starcraft II and Mich's favorite WWE SmackDown vs Raw 2009. We even use it in house for all of our InstantAction games.

Because we have included FMOD libraries and headers in every TGEA release since version 1.7, all you need to do to unleash this kickass sound library on your game project is to drop in a DLL. We plan to continue supporting FMOD with Torque 3D. FMOD is also cross platform, which not only opens up awesome tech to all you Mac developers out there, but makes it easier to create cross platform games. No more OpenAL issues! Included with FMOD EX is a whole suite of 14 DSP effects such as echo, chorus, reverb etc. which can be applied throughout the DSP mixing network.

If you’re willing to get your hands dirty, you can extend SFX to support the advanced features of FMOD:

68.233.5.139/~transfer/products/fmod/product-overview_fmod1.jpgCreate realistic soundscapes
Supply 3D positions for the sound source and listener and FMOD Ex will automatically apply volume, filtering, surround panning and Doppler effect to mono, stereo and even multichannel samples. Transition between calculated positioning and sound designer defined positioning using 2D/3D pan morphing! For even greater audio realism use FMOD Ex's:
  • Choice between linear, logarithmic and custom rolloff curves
  • Custom geometry engine to add polygon scenes (FMOD Ex will factor in obstruction/occlusion)
  • 3D reverbs to blend transitions between environments with different ambience
The software mixer even has a 'HRTF' (Head-Related Transfer Function) mode to provide 3D realism through headphones!
68.233.5.139/~transfer/products/fmod/product-features_fmod3.jpgVirtual Voices
Virtual voices allow a game to play thousands of sounds at once on limited hardware without worrying about handling the logic to switch sounds off and on. FMOD Ex provides voice management using 3D distance and priority properties.

Extending SFX also gives you access to the award winning FMOD Designer. FMOD Designer provides access to FMOD Ex's advanced low-level features to sound designers, without the need for programming knowledge. This comprehensive sound design tool allows simple or complex sound events to be modeled and created by the sound designer. Capabilities include such things as layering, effects, random behavior, and stitching of sounds. The aim of this tool is to give control of the artistic direction of the audio to the sound designer - and not the programmer.

68.233.5.139/~transfer/products/fmod/product-overview_fmod2.jpgFMOD EX has the largest range of supported hardware including:
  • Windows (32bit and 64bit)
  • Macintosh (PPC and x86)
  • Linux (32bit and 64bit)
  • Sony PS2, PS3 and PSP
  • Microsoft Xbox and Xbox 360
  • Nintendo Gamecube and Wii
FMOD has always embraced the Indie spirit. Together with Torque you can have two Front Line award winning technologies at an incredibly friendly Indie price. Get your copy of FMOD now for only $100.

#1
02/26/2009 (12:48 am)
great news Derek!
Thanks a lot everyone @ GG and @ Firelight Tech for such a good present!
#2
02/26/2009 (12:54 am)
Finally!
The FMOD API and Designer are such great tools.
#3
02/26/2009 (4:55 am)
Couple questions:

Does it completely replace the OpenAL sound layer?
Does it come with the code to support TGE 1.5.2?
Do the existing sound datablocks need to be changed in any way?
#4
02/26/2009 (8:53 am)
I would love to use this with TGE 1.5.2, but I haven't seen it supported.
#5
02/26/2009 (9:43 am)
hmm I was reading this, Very interested to see this replacing the old audio code in 1.5.2. Is it available for 1.5.2?
#6
02/26/2009 (10:27 am)
@Peter - I'll try to answer your questions best I can:

1. TGEA and Torque 3D use an abstracted audio layer called SFX. Through this layer, you can choose which audio library to use. You can choose only to use FMOD, which is a lot better than OpenAL IMO.

2. TGE 1.5.2 does not have this functionality out of the box, but there is a resource or two available that will help you get it in. FMOD is one of the easiest libs I've ever had to integrate into Torque tech.

3. With TGEA and Torque 3D, you do not have to change the audio datablocks at all. You just have to remember to use SFX calls in stead of alx.

I think that also answers Rubes and Edwards questions, but just to reiterate some points from Derek's blog:

The main benefit of this new license is to allow Indies with low budgets to use a high quality audio library to distribute their games. In the past, the cost of the license for commercial sells was very high.

Standard audio playback for TGE 1.5.2 would take less than a week to implement. Standard audio playback for TGEA 1.7+ works out of the box.

You do have the option to completely replace the SFX audio layer with FMOD, or rework the base level architecture to support the advanced features. This will require C++ modifications and some patience, but it is totally worth it.
#7
02/26/2009 (10:27 am)
Btw:

Quote:Mich's favorite WWE SmackDown vs Raw 2009

Woooooooooooooooooooooooo! =)
#8
02/26/2009 (10:39 am)
I've used fmod with TGE (I think there's actually a resource for it) and one of the coolest features IMO about fmod is internet based stream support. So you can play mp3s and internet radio easily from within the game/app. All you need to do is give it a url to open instead of a filename :)
#9
02/26/2009 (10:45 am)
This resource from 2002 is the only one I could find. Anyone happen to have any experience implementing this in TGE 1.5.2?

Another blog indicated the resource above only worked for FMOD 3, not FMOD EX.
#10
02/26/2009 (10:51 am)
Sweet! I've enjoyed my use of FMOD in the past in non-commercial projects, and highly recommend the library. Goodbye OpenAL! :o)

- Dave
#11
02/26/2009 (1:05 pm)
@Micheal Perry - could you point out the resource that gives a bit more clear picture then the 2002 version, it doesnt look very upto date, particularly when were talking about a new version thats 7 years newer..
#12
02/26/2009 (1:33 pm)
Nice! FMOD rocks :)
#13
02/26/2009 (2:44 pm)
Anyone planning on implementing this for TGE? I might try tackling it myself, but I'm not sure how much time I can devote to it. Maybe we can do a collaboration.
#14
02/26/2009 (3:16 pm)
I used that resource and it worked fine in TGE for CubeKind.
#15
02/26/2009 (5:33 pm)
This is something interesting as I am not a fan of OpenAL. Price is right. Just right now I have to learn more about Audio.. Not my cup of tea:)

But I like the pricing/lic as it is priced fair enough I can take a chance on it...




#16
02/26/2009 (8:52 pm)
The licensing price for this technology is fantastic!
It is definitely worth it.
Thank you GG and Firelight.
#17
02/27/2009 (12:27 am)
Quote:
Standard audio playback for TGE 1.5.2 would take less than a week to implement.

Definatly. The API is so easy to follow it shouldn't be any problem.
#18
02/27/2009 (1:41 pm)
Will it work with TGB or only TGE?