Sound Creation

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Sound designers use the FMOD Designer tool (version 1.07.23) to create a sound project, and within it, sound events and event groups. Sound events can be placed in a level with a sound entity, or played via LUA script.

Location of Sound Files

  • Create a directory in Game/Levels/<Your company>/Common/Sounds or Game/Levels/<Your company>/<Your city>/Sounds (the latter, if these sound effects will only be used in this city).
  • The name of this directory is important - we'll refer to it here as YourSounds
  • Place your sound clips (.wav files) in this new directory, /Sounds/YourSounds/

Preparing Sounds in FMOD Designer

1. Installing FMOD
The FMOD Designer Installer is available for download from the Developer MyPage
2. Project Setup
In FMOD, create a new project file(.fdp), saved in /YourSounds
In the Events tab, the project Name property must match the Sound directory name, YourSounds
Make sure your Build directory path points to YourSounds directory
Suggested Wave banks property settings:
Name: matches the project name mentioned above, YourSounds
Bank type: Load into memory
Compression: MP2
3. Bringing your sounds into the Project
Here are the basic steps: (please see the FMOD User Manual in your Program Files under \FMOD SoundSystem\FMOD Designer\documentation\fmod_designer.pdf for more details)
  • in the Events tab, under Hierarchy, right-click the event group and select "Add event..."; give it a name, Do not use a template, hit OK. (Manual pg. 36)
  • double-click that newly created event, and you're brought to the Event Editor tab
  • right-click the gray area (under the text (Right-click here to add an event parameter)), and select "Add sound"; click the New wavetable button and browse to your sound. (Manual pg. 41)
Parameter example - distance falloff
  • in the Event Editor, right-click on the text (Right-click here to add an event parameter)
  • select "Add 3D distance parameter"
  • right-click on the new distance parameter > Parameter Properties to set Units (type Meters)
  • on the left side (where you see the check box, exclamation point, volume, notes icons), right-click > Add effect> Volume
  • adjust the volume curve
    • shift-click to add points to the red line, then drag the point to the desired volume (or right-click on a point, Set Position to manually enter a distance and volume).
    • the numbers along the top represent Meters, and the curve will slope down over distance for falloff.
4. Building Project
From the toolbar, select Build > Build Project...
Build project for: PC
The resulting files (.fev the event file, .fsb the sound bank, etc.) will be named YourSounds.fev, YourSounds.fsb, etc.


In the City Editor

  • One way to place a sound effect in a level is to add a SoundEventSpot entity, found in the RollupBar under Objects Tab>Entity>Sound, pictured below.



  • Use the Name Property to specify the sound effect. Click on the folder icon on the right side of the Name field to browse to the desired sound. This will look something like levels/<your company>/common/sounds/yoursounds:testsound
  • Note: the SoundSpot entity can be nice for initial testing of a sound effect since it has Volume control, but use the SoundEventSpot once distance parameters, etc are setup in FMOD.

In a LUA script

The Entity/Sound and Sound API pages describe how to play sound effects via LUA script.

  • The Entity/Sound API is used to attach a sound to an entity
  • The Sound API is used to play a sound effect not attached to an entity (like a song or position-independent sound effect)
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