![]() ![]() We all face this even in everyday life, when we are in an empty. A reverberation effect is created when sound waves are reflected from any surfaces and gradually decay in space. Reverb is sometimes referred to as an imitation of this effect. Accordingly, I’ve submitted “Create reversed asset context menu item” to our feature/improvement tracker, and our developers will consider implementing it. Reverb is the process of gradually decreasing the intensity of a sound as it reflects repeatedly. “Replace Audio with Trimmed Copy” was one of these. Still, we do occasionally add features that allow editing of source audio files in simple ways, if a particular kind of file edit comes up frequently while using FMOD Studio or solves a common adaptive audio problem. Our intent is that FMOD Studio be used in conjunction with linear audio editing software such as Ableton Live, Logic Pro, or Reaper the expected workflow is that a sound designer makes their source assets in their linear audio editing tool, then gives them adaptive behavior in FMOD Studio. We generally do not implement features that allow editing of audio files, as FMOD Studio is not a tool for editing audio files, but rather a tool for defining adaptive audio behavior in games. Check this video for inspiration:Īre there any plans for Studio to add a “Reverse”-functionality to Instruments within an Fmod Event? Or at least something akin to the “Replace Audio with Trimmed Copy”-command, but replace it with a reversed copy instead (even though we’d lose getting “free” sound assets with this approach)? Probably usable to make cool things with music, where the harmony is changed depending on if the event is playing normally or if it is reversed.An easy way of getting more variation out of some types of sound assets, since with this you can basically “duplicate” the amount of sound variations you have in the game, without using actual reversed versions of your pre-existing sound files.“Timescroll”-effects where the player can manipulate time and make the game simulate backwards/forwards.How would I go about doing this with an Fmod Studio event? Public static void ReversePlaybackFromEnd(AudioSource audioSource)ĪudioSource.timeSamples = - 1 play the audio in reverse from the end of the AudioClip About Press Copyright Contact us Creators Advertise Developers Terms Privacy Policy & Safety How YouTube works Test new features NFL Sunday Ticket Press Copyright. Manually play the AudioSource after calling this method to hear it ![]() In Unity it is possible to do this on an AudioSource by setting the AudioSource’s pitch to -1f, see this code: // Reverses playback of the audiosource we send in. Is there a way to play an Fmod Event backwards, ie.
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