Haakond
Active Member
Hi,
I needed to learn FMOD for a project I am working on, to implement music into a game. Learning the program was not that hard as I first thought, and this opens up a lot of possibilities for the soundtrack. And it certainly makes it easier to set a certain intro > loop > end in a more musical way than it would be for a programmer to do.
During my experiments with FMOD, I started wondering about two different things that maybe some of you know.
1. One of the advantages with a program like this is that you can use layers in the music, and for example throw in a choir when health is low. I do all composing, mixing and mastering in Logic and make a intro + loop + end file of each song. That means I bring in an already mastered track into FMOD. But if I want to separate different sections of the orchestra, does this means that I have to master each section by its own? Or would you bounce out each section into the mastering project, master it and then export each section again? If I have a low strings section playing an ostinato by itself and then fade in the rest of the strings into a different layer, the reverb from both sections would play on top of each other. And if you have many different layers, there would be a lot of extra reverb going on. Would this a problem?
I usually have front reverb for strings + piano, mid reverb for winds and horns, back reverb for rest of brass and perc, and a “glue” reverb for all the instruments
2.
Is it normal for composers to deal with the implementation in Unity/Unreal etc? Or is this a job for the devs? To me, it makes most sense that I don’t do anything in the game engine. But what do you guys do?
Thanks!
I needed to learn FMOD for a project I am working on, to implement music into a game. Learning the program was not that hard as I first thought, and this opens up a lot of possibilities for the soundtrack. And it certainly makes it easier to set a certain intro > loop > end in a more musical way than it would be for a programmer to do.
During my experiments with FMOD, I started wondering about two different things that maybe some of you know.
1. One of the advantages with a program like this is that you can use layers in the music, and for example throw in a choir when health is low. I do all composing, mixing and mastering in Logic and make a intro + loop + end file of each song. That means I bring in an already mastered track into FMOD. But if I want to separate different sections of the orchestra, does this means that I have to master each section by its own? Or would you bounce out each section into the mastering project, master it and then export each section again? If I have a low strings section playing an ostinato by itself and then fade in the rest of the strings into a different layer, the reverb from both sections would play on top of each other. And if you have many different layers, there would be a lot of extra reverb going on. Would this a problem?
I usually have front reverb for strings + piano, mid reverb for winds and horns, back reverb for rest of brass and perc, and a “glue” reverb for all the instruments
2.
Is it normal for composers to deal with the implementation in Unity/Unreal etc? Or is this a job for the devs? To me, it makes most sense that I don’t do anything in the game engine. But what do you guys do?
Thanks!