For example, once engines are completely off, stop the event!Įvents are started and stopped by trigger conditions defined in your.
snd file for your aircraft describes how the events are attached to your aircraft, where the sound source is located, and when it plays.Įvents should not always be playing unless it is absolutely necessary! There is a CPU cost to every playing event even if it is not making any sound, so you should only start an event when it is needed. The way you make sound in your aircraft is to attach FMOD Events to your aircraft. Events: Associating Sounds With Your Aircraft When you export GUIDs from FMOD Studio, the single GUIDs.txt file will contain every bank already. The GUIDs.txt file that lists all GUIDs in your fmod folder should contain the GUIDs for every bank that you load. snd file must be loaded by a REQUIRES_BANK. Every bank that is not a master bank whose objects are referenced by your. acf files), you could put each type of engines’ sounds into a separate bank and load only the bank you need for that aircraft.īanks other than the master bank are loaded by using a REQUIRES_BANK directive. But, for example, if you ship your aircraft with multiple engine types (and multiple. For simple aircraft you will not need to do this. Using Multiple BanksįMOD allows you to partition your events into multiple banks the motivation for this is to allow X-Plane to load only the sounds it needs. It is an X-Plane specific text file format that connects X-Plane to FMOD. snd file is a text file that describes how the sounds in your banks will be attached to your aircraft. You can also optionally use additional banks by putting them in the FMOD folder, but it is not necessary. This comes from building your FMOD project. The master bank for your FMOD project, named “Master Bank.bank”.(You can get this directly by exporting it from your FMOD project – you don’t need to write it by hand.) A text file named GUIDs.txt that maps FMOD object names to their GUIDs.A file named XXX.snd in that fmod folder, where XXX is the name of your Aircraft’s.A folder named “fmod” in your aircraft folder.
the voice of ATC, marker beacon tones and morse code identifiers).
When using FMOD, every sound in the aircraft must be provided by you (via FMOD), except for radio sounds that come from the outside world (E.g. (Note that if you later want to add sounds for a separate aircraft, you’ll need to download a new starter project, which will contain a new GUID. If you accidentally ship a project that shares a GUID with another aircraft, and a user has both aircraft loaded, the conflict will cause the sim to error out and crash when the second aircraft is loaded.) Integrating Sound Into An AircraftĪn aircraft’s sounds are either provided by FMOD or by the legacy sound system from X-Plane 10 (based on OpenAL) you cannot mix and match them. acf files that share an aircrfat folder, but you need a new project for each aircraft that has its own aircraft folder.ĭownload the FMOD Project Template (v1.08)ĭownload the FMOD Project Template (v2.01) You only need one FMOD project for a family of. Use this link once for each new project for a new aircraft that you want to create. It also requires that the main mix buses of the master bank of each aircraft have the same GUIDs.įMOD Studio does not provide a user interface to edit GUIDs, so to make it easier to create a correctly authored third party aircraft with FMOD sound, we are providing all third-party developers with an FMOD starter project that is auto-configured with the standard mix buses but a new bank GUID.Ĭlicking the link below will generate a project just for you. Video tutorialĪ video tutorial is also available on getting started with FMOD sound with X-Plane 11.įMOD requires each sound bank used with X-Plane to have its own globally unique identifier (GUID). We expect to support FMOD for scenery and plugins in the future. If you have not already used FMOD, please first use FMOD’s documentation and tutorials to learn about:Īs of this writing, FMOD sound can only be integrated onto aircraft. This document assumes that you are already familiar with FMOD, its technology, and its workflow. It is not an introduction or guide to FMOD itself.
This document explains how X-Plane uses FMOD and how to integrate your FMOD sound projects into your aircraft. X-Plane 11 uses FMOD as its new sound engine you can use FMOD’s authoring tools to create highly realistic sounds for your aircraft. FMOD is a high quality commercial sound engine and sound authoring environment for games.