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FMOD

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FMOD
Original author(s)Firelight Technologies
Initial release6 March 1995; 29 years ago (1995-03-06)[1]
PlatformMicrosoft Windows, OS X, iOS, Linux, Android, Wii U, 3DS, Xbox 360, Xbox One, PlayStation 3, PlayStation 4, PlayStation Vita, HTML5
TypeGame middleware
Game development tool
Digital audio workstation
LicenseVarious
Websitewww.fmod.com

FMOD is a proprietary sound effects engine and authoring tool for video games and applications developed by Firelight Technologies, that play and mix sounds of diverse formats on many operating systems.

Features

The FMOD sound system is supplied as a programmer's API and authoring tool, similar to a digital audio workstation.

FMOD consists of the following technologies:

  • FMOD Studio - An audio creation tool for games, designed like a digital audio workstation. Succeeds FMOD Designer.
  • FMOD Studio run-time API - A programmer API to interface with FMOD Studio.
  • FMOD Studio low-level API - A programmer API that stands alone, with a simple interface for playing sound files, adding special effects and performing 3D sound.

Legacy products:

  • FMOD Ex - The sound playback and mixing engine.
  • FMOD Designer 2010 - An audio designer tool used for authoring complex sound events and music for playback.
  • FMOD Event Player - An auditioning tool[clarification needed] in conjunction with FMOD Designer 2010.

The FMOD sound system has an advanced plugin architecture that can be used to extend the support of audio formats or to develop new output types, e.g. for streaming.

Licensing

FMOD is available under multiple license schemes:[2]

  • FMOD Non-Commercial License, which allows software not intended for commercial distribution to use FMOD for free.
  • FMOD Indie License, a bottom level license for software intended for commercial distribution, with development budgets less than $500k USD.
  • FMOD Basic License, a mid level license for software intended for commercial distribution, with development budgets between $500k USD and $1.5m USD.
  • FMOD Premium License, a top level license for software intended for commercial distribution, with development budgets over $1.5m USD.

Support

Platforms

FMOD is written in portable C++, and can thus run on many different PC, mobile and gaming console platforms including: Microsoft Windows (x86 and x86-64), macOS, iOS, Linux (x86 and x86-64), Android, BlackBerry, Wii, Wii U, 3DS, Nintendo Switch, Xbox, Xbox 360, Xbox One, PlayStation 2, PlayStation 3, PlayStation 4, PlayStation Portable, PlayStation Vita, and Google Native Client.

FMOD contains support for AMD TrueAudio, and Sound Blaster hardware acceleration.[3]

File formats

FMOD can play back the following audio formats: AIFF, ASF, ASX, DLS, FLAC, FSB (FMOD's sample bank format), IT, M3U, MIDI, MOD, MP2, MP3, Ogg Vorbis, PLS, S3M, VAG (PS2/PSP format), WAV, WAX (Windows Media Audio Redirector), WMA, XM, XMA (only on the Xbox 360), as well as raw audio data.[citation needed]

Game engines

FMOD has been integrated as a primary sound-effects system into the following video game engines:

Games using FMOD

FMOD has been used in many high-profile commercial games since release; this is a partial list.[14][15]


See also

References

  1. ^ Somberg, Guy (3 October 2016). Game Audio Programming: Principles and Practices. CRC Press. p. 103. ISBN 9781315351650. Retrieved 21 May 2020.
  2. ^ "FMOD Licenses". Firelight Technologies. Retrieved 2017-11-27.
  3. ^ "Creative Labs: Connect". Connect.creativelabs.com. Archived from the original on 2010-05-04. Retrieved 2010-05-17.
  4. ^ "Unreal Technology". Unreal Technology. Archived from the original on 2010-05-29. Retrieved 2010-05-17.
  5. ^ "Unreal Technology". Unreal Technology. Retrieved 2015-04-15.
  6. ^ "Crytek GmbH: Specifications". Crytek.com. 2010-04-13. Archived from the original on 2009-12-17. Retrieved 2010-05-17.
  7. ^ "BigWorld Technology - BigWorld Partners". Bigworldtech.com. Archived from the original on 2010-09-18. Retrieved 2010-05-17.
  8. ^ "Integration". scaleform. Archived from the original on 2010-04-20. Retrieved 2010-05-17.
  9. ^ "Products - Vision Game Engine | 3rd Party Integrations". havok.com. Archived from the original on 2012-04-19. Retrieved 2010-05-17.
  10. ^ "Project Anarchy". havok.com.
  11. ^ "Implementing FMOD". Valve.
  12. ^ "HeroEngine 1.47.0 Enhancements". HeroEngine wiki. Archived from the original on 2011-04-11. Retrieved 2011-08-11.
  13. ^ "FMOD: First Tease". blog.scssoft.com. SCS Software. February 18, 2020. Retrieved May 5, 2020.
  14. ^ "Game List - FmodWiki". Fmod.org. 2009-12-21. Archived from the original on 2012-08-01. Retrieved 2010-05-17.
  15. ^ "FMOD - Games". Retrieved 2018-05-01.
  16. ^ https://blog.scssoft.com/2020/02/american-truck-simulator-beta-137.html
  17. ^ https://blog.scssoft.com/2020/04/the-ets2-137-open-beta-is-here.html
  18. ^ https://www.youtube.com/watch?v=i_lUYyGVtZY%7C Planetary Annihilation: LiveStream February 1st, 2013
  19. ^ http://sknr.net/2009/09/04/shattered-horizon-interview/
  20. ^ http://www.gamasutra.com/blogs/DavidDAngelo/20140625/219383/Breaking_the_NES_for_Shovel_Knight.php