{"id":5190,"date":"2022-05-19T01:00:36","date_gmt":"2022-05-19T01:00:36","guid":{"rendered":"https:\/\/tsugi-studio.com\/blog\/?p=5190"},"modified":"2022-05-19T01:28:18","modified_gmt":"2022-05-19T01:28:18","slug":"from-engine-plug-in-to-fmod-studio","status":"publish","type":"post","link":"https:\/\/tsugi-studio.com\/blog\/2022\/05\/19\/from-engine-plug-in-to-fmod-studio\/","title":{"rendered":"From the Engines Plug-in to FMOD"},"content":{"rendered":"<p>In this post, we will learn how to combine GameSynth and its Engines plug-in with FMOD Studio to easily implement interactive engine sounds.<\/p>\n<p><a class=\"litymp3\" href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/04\/gamesynth-engines\/1EN.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/04\/gamesynth-engines\/1EN.png\" alt=\"GameSynth Nature\" \/><\/a><\/p>\n<h2 class=\"tsugiblog-blackheader\" style=\"max-width: inherit;\">In GameSynth<\/h2>\n<p>The Engines Plug-in is physically accurate, making it possible to create vehicle sounds with a precise RPM value:<\/p>\n<ul style=\"background: #f5f5f5; padding: 15px 20px 10px 20px;\">\n<li>Select the type of vehicle.<\/li>\n<li>Create a Meta Parameter called RPM.<\/li>\n<li>Assign it to the RPM Meter (by dragging it and dropping it on the meter, it will control the RPMs).<\/li>\n<li>Tweak the Meta-Parameter\u2019s curve so that so that the RPM starts between 1000 and 2000 RPM (depending of the vehicle model you selected).<\/li>\n<\/ul>\n<p>At this point, if you change the Meta-Parameter value, you will see that the <em>RPM Meter<\/em> is matching it precisely.<\/p>\n<p><a class=\"gamesynth2022-gamemaker-img\" href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/04\/01-EngineSpeed-Metaparameter-1024x573.jpg\" data-lity=\"\"><img loading=\"lazy\" decoding=\"async\" style=\"width: 100%;\" class=\"alignnone size-large wp-image-5217\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/04\/01-EngineSpeed-Metaparameter-1024x573.jpg\" alt=\"01 - EngineSpeed Metaparameter\" width=\"640\" height=\"358\" srcset=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/04\/01-EngineSpeed-Metaparameter-1024x573.jpg 1024w, https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/04\/01-EngineSpeed-Metaparameter-150x84.jpg 150w, https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/04\/01-EngineSpeed-Metaparameter-300x168.jpg 300w, https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/04\/01-EngineSpeed-Metaparameter-768x430.jpg 768w, https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/04\/01-EngineSpeed-Metaparameter.jpg 1629w\" sizes=\"auto, (max-width: 640px) 100vw, 640px\" \/><\/a><\/p>\n<p>It is time to export two batches of samples, one with the Throttle at its maximum value, to simulate the engine running on-load, and the other with the Throttle at 0 for the engine running off-load. Note: before exporting, make sure that the <em>Variation<\/em> slider is set to 0%, to export samples that match acoustically.<\/p>\n<ul style=\"background: #f5f5f5; padding: 15px 20px 10px 20px;\">\n<li>To export, click on Render.<\/li>\n<li>Choose a name, and let the Audio format in 16 bits, mono and WAVE.<\/li>\n<li>In the <em>Variations<\/em> section choose the number of files to render (between 5 and 10)<\/li>\n<li>Then, for the <em>Method<\/em>, opt for <em>Meta-Parameter<\/em>, selecting your RPM parameter. Also select <em>Value<\/em> as a <em>suffix<\/em>.<\/li>\n<li>Click <em>Render<\/em> and choose a <em>Duration<\/em> of 10 seconds.<\/li>\n<\/ul>\n<p><a class=\"gamesynth2022-gamemaker-img\" href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/04\/02-Render-Metaparameter-variations-1024x629.jpg\" data-lity=\"\"><img loading=\"lazy\" decoding=\"async\" style=\"width: 100%;\" class=\"alignnone size-large wp-image-5218\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/04\/02-Render-Metaparameter-variations-1024x629.jpg\" alt=\"02 - Render Metaparameter variations\" width=\"640\" height=\"393\" srcset=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/04\/02-Render-Metaparameter-variations-1024x629.jpg 1024w, https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/04\/02-Render-Metaparameter-variations-150x92.jpg 150w, https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/04\/02-Render-Metaparameter-variations-300x184.jpg 300w, https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/04\/02-Render-Metaparameter-variations-768x471.jpg 768w, https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/04\/02-Render-Metaparameter-variations.jpg 1230w\" sizes=\"auto, (max-width: 640px) 100vw, 640px\" \/><\/a><\/p>\n<p>GameSynth will generate the variations by progressively increasing the value of the RPM parameter for each sound. Since we used the same model and Meta-Parameter, the on-load and off-load sounds will match perfectly.<\/p>\n<h2 class=\"tsugiblog-blackheader\" style=\"max-width: inherit;\">In FMOD Studio<\/h2>\n<p>Before importing the samples in FMOD Studio, seamless loops must be prepared in your DAW.\u00a0 Since we rendered 10 seconds for each sound and the RPMs don\u2019t fluctuate, the process should straightforward. Of course, you can also take this opportunity to further tweak the sound if you wish. Once the samples are ready, follow these steps:<\/p>\n<ul style=\"background: #f5f5f5; padding: 15px 20px 10px 20px;\">\n<li>Create a <em>New Timeline Event<\/em><\/li>\n<li>In the Event, delete the <em>Timeline sheet<\/em>, and create two <em>Parameter sheets<\/em>, one called RPM and the other called Load. RPM range should match your RPM Meta Parameter in GameSynth, and Load should be between -1 and 1.<\/li>\n<li>Create two <em>tracks<\/em> one for on-load, the other for off-load.<\/li>\n<li>Then drag and drop the sounds as <em>Single Instruments<\/em> on their respective tracks, and place them on the timeline to match the RPM value.<\/li>\n<li>Scatter the sounds so they cross-fade.<\/li>\n<li>Finally, select all the sounds, and in the <em>Instrument Panel<\/em>, activate the <em>Cut<\/em> and <em>Loop Instrument <\/em><\/li>\n<\/ul>\n<p><a class=\"gamesynth2022-gamemaker-img\" href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/04\/EN-03-Fmod-timeline-1024x475.jpg\" data-lity=\"\"><img loading=\"lazy\" decoding=\"async\" style=\"width: 100%;\" class=\"alignnone size-large wp-image-5219\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/04\/EN-03-Fmod-timeline-1024x475.jpg\" alt=\"EN 03 - Fmod timeline\" width=\"640\" height=\"297\" srcset=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/04\/EN-03-Fmod-timeline-1024x475.jpg 1024w, https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/04\/EN-03-Fmod-timeline-150x70.jpg 150w, https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/04\/EN-03-Fmod-timeline-300x139.jpg 300w, https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/04\/EN-03-Fmod-timeline-768x356.jpg 768w, https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/04\/EN-03-Fmod-timeline.jpg 1400w\" sizes=\"auto, (max-width: 640px) 100vw, 640px\" \/><br \/>\n<\/a><\/p>\n<p>For this implementation to work, the pitch needs to follow the RPM value:<\/p>\n<ul style=\"background: #f5f5f5; padding: 15px 20px 10px 20px;\">\n<li>Select all the sounds on the timeline.<\/li>\n<li>In the <em>Instrument panel<\/em>, right-click on <em>Pitch<\/em>, <em>Add Modulation<\/em> and select <em>Auto Pitch.<\/em><\/li>\n<li>For each sound, change the <em>Root Pitch<\/em> value of the <em>Auto Pitch<\/em> to its actual RPM value.<\/li>\n<\/ul>\n<p>Now, if you play the sound and change the RPM parameter, the pitch should follow.<\/p>\n<p><a class=\"gamesynth2022-gamemaker-img\" href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/04\/EN-04-Fmod-autopitch.jpg\" data-lity=\"\"><img loading=\"lazy\" decoding=\"async\" style=\"width: 100%;\" class=\"alignnone size-full wp-image-5220\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/04\/EN-04-Fmod-autopitch.jpg\" alt=\"EN 04 - Fmod autopitch\" width=\"699\" height=\"203\" srcset=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/04\/EN-04-Fmod-autopitch.jpg 699w, https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/04\/EN-04-Fmod-autopitch-150x44.jpg 150w, https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/04\/EN-04-Fmod-autopitch-300x87.jpg 300w\" sizes=\"auto, (max-width: 699px) 100vw, 699px\" \/><\/a><\/p>\n<p>Finally, to switch between on-load and off-load sounds:<\/p>\n<ul style=\"background: #f5f5f5; padding: 15px 20px 10px 20px;\">\n<li>Go to the Load parameter tab<\/li>\n<li>Right-click on the <em>Volume<\/em> knob and <em>Add Automation<\/em> for the two tracks<\/li>\n<li>On the on-load track, create a fade-in curve from -30 dB to 0 dB<\/li>\n<li>And on the off-load track, create a fade-out curve from 5 dB to -30 dB<\/li>\n<\/ul>\n<p><a class=\"gamesynth2022-gamemaker-img\" href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/04\/EN-05-Fmod-automation-volume-1024x651.jpg\" data-lity=\"\"><img loading=\"lazy\" decoding=\"async\" style=\"width: 100%;\" class=\"alignnone size-large wp-image-5221\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/04\/EN-05-Fmod-automation-volume-1024x651.jpg\" alt=\"EN 05 - Fmod automation volume\" width=\"640\" height=\"407\" srcset=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/04\/EN-05-Fmod-automation-volume-1024x651.jpg 1024w, https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/04\/EN-05-Fmod-automation-volume-150x95.jpg 150w, https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/04\/EN-05-Fmod-automation-volume-300x191.jpg 300w, https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/04\/EN-05-Fmod-automation-volume-768x488.jpg 768w, https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/04\/EN-05-Fmod-automation-volume.jpg 1349w\" sizes=\"auto, (max-width: 640px) 100vw, 640px\" \/><\/a><\/p>\n<p>This will allow for the smooth transition between the on-load and off-load states as you accelerate or decelerate. You can test the whole system by using the Engine Designer (in the <em>Scripts<\/em> menu, <em>FMOD Examples<\/em>), which automatically uses the RPM and Load parameters together.<\/p>\n<p>The resulting FMOD Studio project can be downloaded below. It was created with version 2.02.05.<\/p>\n<p><a class=\"download-patches\" href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/04\/gamesynth-engines\/GameSynth_Engine_Plugin_Fmod_Project.zip\"><img decoding=\"async\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/04\/gamesynth-engines\/download.png\" alt=\"download\"><\/a><\/p>\n<p><a class=\"gs-learn-more\" href=\"https:\/\/tsugi-studio.com\/web\/en\/products-gamesynth-enginesplugin.html\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" src=\"https:\/\/www.tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/04\/gamesynth-engines-trick\/learn more about engines.png\" alt=\"GameSynth\" \/><\/a><\/p>\n<p><a class=\"gs-learn-more\" href=\"https:\/\/tsugi-studio.com\/web\/en\/products-gamesynth.html\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2020\/06\/2020_06_Introducing-Modular-Weapons-Modules-banner-1.png\" alt=\"GameSynth\" \/><\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>In this post, we will learn how to combine GameSynth and its Engines plug-in with FMOD Studio to easily implement interactive engine sounds. In<\/p>\n","protected":false},"author":1,"featured_media":5352,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[15,12,6,23],"tags":[],"class_list":["post-5190","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-procedural-audio","category-tutorial","category-gamesynth","category-engines-plugin"],"_links":{"self":[{"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/posts\/5190","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/comments?post=5190"}],"version-history":[{"count":21,"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/posts\/5190\/revisions"}],"predecessor-version":[{"id":5359,"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/posts\/5190\/revisions\/5359"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/media\/5352"}],"wp:attachment":[{"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/media?parent=5190"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/categories?post=5190"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/tags?post=5190"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}