Action sheets provide a new, simplified way to trigger instruments. Instruments placed on an action sheet are triggered when an event is played. Action sheets can be set to play instruments in a consecutive or concurrent fashion. Instruments on action sheets are always routed to the event's master track.
Action sheets can be used to tidy up a project and are useful when an event doesn't require the conditional behavior of a timeline or parameter sheet.
Browser item colors and notes
All browser items can now be assigned a color and notes.
Browser items' notes are now displayed in the inspector at the bottom of the browser pane. For items with tags and user properties, these are also displayed at the bottom of the browser pane.
Colors are very useful when organizing a project. Browsers items can be filtered by color from the browser search bar's loupe menu.
The sandbox now supports the creation of scenes. Scenes store event emitter locations, parameter values, and listener locations. Scenes can be created to simulate various game states and scenarios for offline testing.
Objects in a scene are also displayed in the overview on the right of the sandbox window. This can be used to browse a scene's emitters and listeners. The number keys can be used to quickly toggle playback for each of the emitters in a scene.
The profiler has been revamped to make navigating through a session's data much easier.
In Studio 2.1, profiler sessions are saved as part of the project, instead of being saved per user. This makes it easy to share sessions between team members.
Profiler table view
The new profiler table view can be used to get an overview of all recorded data in a session. The table view can be selected from the button group in the transport bar.
From the profiler table view, you can switch between displaying instantaneous values, or the minimum, maximum or average values for a given range of time. When using a range-based view mode, a range selector is available below the timeline.
The profiler table view can be used to quickly filter for data using the search bar at the top of the view. Data can be sorted by a particular column by clicking on column headings. Profiler graphs can be toggled for each data row using the buttons in the name column.
Detailed memory profiling
Support for detailed profiling of memory usage has been added in 2.1. This allows memory to be tracked per event, per bus, and globally. Memory is tracked separately for data and samples.
To enable memory profiling, the FMOD_STUDIO_INIT_MEMORY_TRACKING flag must be enabled during initialization of the FMOD Engine.
Command instrument behaviors
Command instruments can now issue a variety of different commands:
- Start Event: Starts another event of a specified type. The newly created event is routed directly to the global mixer, as determined by its position in the routing browser.
- Stop Event: Stops all instances of a specific event, causing the event to enter the stopping play state.
- Stop Event (Immediate): Stops all instances of a specific event, immediately causing the event to enter the stopped play state.
- Set Parameter: Sets a parameter's value globally (for global parameters) or for the current event instance (for local parameters).
- Increment Parameter: Increments a parameter's value globally (for global parameters) or for the current event instance (for local parameters).
- These behaviors allow for complex interactions between events and can reduce the need for code modifications.
Conditional logic has been extended to support a wider range of expressions.
A mode selector has been added to the condition lists of instruments and logic markers. This can be used to control how multiple conditions are resolved:
- AND: All conditions must be true.
- OR: At least one of the conditions must be true.
Inverted parameter conditions
Each parameter condition can also be inverted, making it possible to check that a parameter value falls outside a particular range.
Event stopping conditions
Event conditions are now available for conditions lists. Event conditions are used to check whether an event has entered the stopping play state.
When an event containing an event condition is issued the stop command, it waits for its natural end before entering the stopped play state.
3D view enhancements
A number of enhancements make working with the event editor's 3D preview and profiler's 3D view easier.
You can now toggle between orthographic and fisheye projections, toggle between front and top views, and specify a custom view radius. These options make it straightforward to work with different camera perspectives.
Mixer workflow enhancements
The mixer window has been redesigned to be more consistent with other window layouts. The tabs at the top of the mixer can be used to switch between different snapshot selections.
Strips displayed in the mixer have new sets of controls available, allowing for quick access to effects, sends, macros, and routing. These new sets of controls have been optimized to work with both wide and compact strips views.
A sidebar has been added to the right of the mixing desk. Buttons at the top of the sidebar can be used to show and hide sets of controls. The bottom of the sidebar contains controls for selecting the active mixer view.
Playlist silence instruments
Silence instruments can now be added to playlists. These can be used to sequence gaps in a multi instrument.
The duration of the silence can be automated or modulated. Silence instruments with random modulators can be used to insert variable length gaps between playlist entries.
Effect chain panning
The panner effect can now be placed like a regular effect. This makes it easy to apply panning or change the channel format in the middle of a signal chain.
For the entire team
FMOD Studio可以輕鬆地將音頻集成到任何遊戲中。使用Unity和UE4集成快速入門，或使用C ++或C＃版本的API與自定義遊戲引擎集成。
Free your designs
The Event Editor
All the sounds for your game are right here
FMOD.io is your complete library of high quality, ready to use, sound effects for games. Built right into FMOD Studio, with plug-ins for Unity 5 and Unreal Engine 4 — adding sounds to your game has never been this quick and easy.
Preview every sound,buy only what you need,no surprises.
Don’t buy sounds in mystery bags. With FMOD.io you can select them individually with a full preview before adding to your cart. Buy only what you need to get the job done.
The real-time adaptive audio engine
Built for speed - FMOD Core provides fast and flexible access to low-level audio primitives.
Complete audio engine
FMOD Core is built for real-time performance. Dynamically decode, mix and output audio on any device.
Decode all major file formats and hardware optimized formats. Create codec plug-ins for extended file format support.
Use the proprietary FADPCM format for solid performance on low-end mobile devices.
Output audio to any device. Extensible outputs make it possible to output audio on custom devices.
Dynamically create flexible mixing graphs. Unlimited depth, sends, sub-mixes, and sidechaining give complete control over of audio routing.
3D audio support and a built-in suite of DSP effects allow for creative real-time mixing.
Flexible DSP plug-in support makes it quick to add custom effects and generators.
The audibility-based virtual voice system ensures that CPU resources target the most important sounds.
Support for streaming and decoded-to-memory sounds make optimizing for speed or size simple.
Integrated profiling allows for remote monitoring of DSP node performance.