
If the programmer wants the robot to suddenly change directions, they set a parameter called "time" to 0.05 (it's a generic parameter that interpolates between values at 1 unit per second, so this name made the most sense).The whirring sound starts at a slightly lower pitch than the loop and gradually pitches up. If the programmer wants the robot to start moving: they play the RobotStartMove event, which triggers an initial start-from-idle sound, while fading in a looping whirring sound.I'm using FMOD on a project to control the movement of robots.
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Update the RPM parameter as the player accelerates.Optionally adjust the RPM Smooth, Load Smooth, and Scale Smooth parameters (sound designer can specify defaults).Grab an instance of the CarEngine SoundCue.In this example the programmer would need to do the following: Here's a video someone made of their car engine model in FMOD. Modifies the real-time parameters as he and the sound designer have agreed upon.Plays the appropriate SoundCues at the appropriate times.Takes the built XACT project, loads it into the game.Creates SoundCues and Real-time parameter controls that affect sound playback, and communicates to the programmer what each real-time parameter represents (could be.Creates an XACT project that includes all these files.Creates sound files using whatever their workflow is.So the breakdown is this: Sound Designer: Here's Microsoft's article about parameters in XACT: (v=vs.85).aspx

This sound event contains multiple sound files that play back in a specific way that are controlled by parameters, which are usually variables associated with a sound event that control playback. The sound designer creates a Sound Cue, Event, or Sync (terminology depends on the tool being used) that can be referred to either by name ( const *char or string) or by a GUI in a header or config file. XACT and other tools like FMOD and Wwise create an interface between sound designer and programmer. While you do need to eventually keep track of all the different sound files you need for a game, it's not useful at all in describing how multiple sound assets work together to create an overall sound event. Grouping sounds for organizational purposes (maybe have multiple sounds with the same name but in different groups, so you just need to keep track of which group you're inĪmong the few (all small or indie) developers I've worked with, there's a bad habit when thinking about game audio to describe your audio needs exclusively in terms of asset lists. Grouping sounds for selecting a sound to randomly play back XACT is primarily useful when you're working with a sound designer who either has no coding experience, or no desire to work in code. There's a little more to game audio than just playing back and fading in/out sound files.
