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Search complete. 6 mentions across 5 episodes found for "FMOD".

Sep 8, 2026

Unknown podcast

Sound Stock and API Integration: Turning an Audio Library Into Creative Infrastructure

Sep 8 · 1 Mention

speaker_1UNKNOWN
4:38
That adds another layer of protection while still making the integration painless.
speaker_1UNKNOWN
4:44
A fascinating use case is real-time game audio middleware like Wwise or FMOD pulling sound banks via API during build time.
speaker_1UNKNOWN
4:52
The assets can be fetched automatically and stitched into a level's audio set.
speaker_1UNKNOWN
4:57
For video editors, an IDE plugin could call the search API on the fly, present the user with a scrollable list of preview thumbnails, and let them drag drop directly into their timeline.

Unknown podcast

Game Audio Variations Made Simple with Sound Stock’s Massive Sample Library

Sep 8 · 1 Mention

speaker_1UNKNOWN
11:42
A balanced approach is to have a small buffer for critical actions like footsteps and a larger one for ambient loops to keep stability.
speaker_1UNKNOWN
11:51
In many indie projects, developers use middleware like Wwise or FMOD.
speaker_1UNKNOWN
11:56
They both support Soundstock assets via easy import pipelines.
speaker_1UNKNOWN
12:00
When importing, maintain consistent naming conventions, e.g. "footstep_wood_one" and "footstep_wood_two," to allow automated random selection scripts.

Unknown podcast

How Game Audio Uses Massive Sound Libraries to Build Realistic Variation Systems

Sep 7 · 2 Mentions

TonyHOST
2:00
Those nodes automatically shuffle your samples on playback while giving you knobs for pitch variation and volume fuzziness.
TonyHOST
2:09
What if you're working in a middleware engine like FMOD or Wwise? They let you build event objects that pull from an array of audio files at runtime.
TonyHOST
2:19
You can attach parameters to control the random selection algorithm, such as random or sequential with random skip, which can keep the experience fresh without obvious looping.
TonyHOST
2:30
Both engines also expose DSP chains per event.
speaker_0ADVERTISER
5:41
Shop now at palmolive.com.
TonyHOST
5:44
You should also embed metadata tags such as genre or usage notes into the files themselves.
TonyHOST
5:50
Engines like FMOD can read these tags for in-game sorting.
TonyHOST
5:55
The more semantic information you attach, the easier it is to pick up a footstep on a stone surface versus a dirt trail purely through the event's parameters.
Mark EssenGUEST
75:52
And yeah, Tom was amazing.
Mark EssenGUEST
75:53
Yeah, it's all in Fmods.
Mark EssenGUEST
75:56
It's all sort of different stems and different things that have chances of happening.
Mark EssenGUEST
76:01
And then every wave, it moves on to the next section.
Dave KropfHOST
17:06
Now, I know a lot of, uh, a lot of game developers, especially indie game developers, they're gonna lean on their composer to do s- like, s- bring sound design to the table, not just music, also possibly implementation.
Dave KropfHOST
17:21
H- uh, are, is that anything that you have, you have to do, or are you kind of further along down, and they bring on, you know, their own, uh, own sound design folks, and I- Wwise folks or FMod people?
Anne-Kathrin DernGUEST
17:33
So far they've had their own, uh, just be- I haven't really worked on indie indie games.
Anne-Kathrin DernGUEST
17:39
Um, I, I've always worked with companies that are either mid-level or up, so they-

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