Game Music Middleware, Part 2: FMOD

Middleware-Blackboard

 

Since third-party audio middleware in game development is becoming slowly more prevalent, I’m devoting two blog entries to some tutorials by game audio pros who have produced videos to demonstrate their process working with the software.  I posted the first blog entry in February — you can read it here.

This second blog is devoted to FMOD, and the tutorials were produced by two game composers who have generously shared their experiences.  The first video focuses on the creation of adaptive music for a demo competition hosted by the Game Audio Network Guild and taking place during the Game Developers Conference 2014 in San Francisco.  The tutorial was produced by composer Anastasia Devana, whose game credits include the recently released puzzle game Synergy and the upcoming roleplaying game Anima – Gate of Memories.

Adaptive music in Angry Bots using FMOD Studio and Unity

border-159926_640_white The next tutorials come to us from composer Matthew Pablo, who produced a series of videos on the implementation of game music via the FMOD middleware.  Matthew’s work as a game composer includes N-Dimensions, Arizona Rose and the Pharaoh’s Riddles, Cloud Spin, Micromon, and many more.  Here is the first video — the rest can be found in Matthew’s YouTube playlist.

FMOD Studio: Overview & Introduction

 

 

3 responses to “Game Music Middleware, Part 2: FMOD

  1. Pingback: Game Music Middleware, Part 3: Fabric | Composer Winifred Phillips

  2. Pingback: Game Music Middleware, Part 4: Elias | Composer Winifred Phillips

  3. Pingback: Game Music Middleware, Part 5: psai | Composer Winifred Phillips

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