Index
A
- addGroup() method / Grouping channels together
- advantages, FMOD
- license / Understanding FMOD
- cross-platform / Understanding FMOD
- supported formats / Understanding FMOD
- programming languages / Understanding FMOD
- popularity / Understanding FMOD
- features / Understanding FMOD
- AIFF
- about / Audio file formats
- ambient track, of singing birds
- creating / Creating an ambient track of singing birds
- analog audio signal
- about / Analog and digital audio
- analog signal
- about / Analog and digital audio
- APE
- about / Audio file formats
- audio concepts
- sound waves / Sound waves
- analog signal / Analog and digital audio
- digital signal / Analog and digital audio
- multi-channel audio / Multi-channel audio
- audio file formats / Audio file formats
- audio data
- representing / Representing audio data
- playing / Playing audio data
- audio file errors
- checking for / Checking for errors
- audio file formats
- about / Audio file formats
- uncompressed audio files / Audio file formats
- lossless compression / Audio file formats
- lossy compression / Audio file formats
- sequenced music / Audio file formats
- audio files
- loading / Loading and streaming audio files
- streaming / Loading and streaming audio files
- versus sound events / Audio files versus sound events
- audio listener
- about / Positional audio
- audio listener properties
- setting / Setting the audio listener's properties
- audio manager
- building / Project 1 – building a simple audio manager
- improving / Project 2 – improving the audio manager
- audio manager improvement project
- about / Project 2 – improving the audio manager
- class definition / Class definition
- destruction, implementing / Initialization and destruction
- initialization, implementing / Initialization and destruction
- songs, loading / Loading songs and sound effects
- sound effects, loading / Loading songs and sound effects
- sound effects, playing / Playing and stopping sound effects
- sound effects, stopping / Playing and stopping sound effects
- songs, playing / Playing and stopping songs
- songs, stopping / Playing and stopping songs
- master volume, controlling of category / Controlling the master volume of each category
- audio manager project
- class definition, examining / Class definition
- initialization, implementing / Initialization and destruction
- destruction, implementing / Initialization and destruction
- sounds, loading / Loading or streaming sounds
- sounds, streaming / Loading or streaming sounds
- sounds, playing / Playing sounds
- code samples / A note about the code samples
- audio mixing / Mixing multiple sounds
- audio source direction
- setting / Setting the audio source's direction
- audio source position
- audio source range
- setting / Setting the audio source's range
- audio sources
- about / Positional audio
- creating / Creating an audio source
- audio source velocity
- audio system
- creating / Creating and managing the audio system
- managing / Creating and managing the audio system
B
- breaking glass sound effect
- creating / Creating a breaking glass sound effect
C
- car engine
- sound, simulating / Simulating the sound of a car engine
- ChangeSemitone() method / Playing and stopping sound effects
- channel groups
- controlling / Controlling groups of channels
- channel handle / The channel handle
- channels
- grouping / Grouping channels together
- chorus effect / Effects
- chunks, WAV files
- RIFF / Loading a sound
- Format subchunk / Loading a sound
- Data subchunk / Loading a sound
- complex ambient track, of forest
- creating / Creating a complex ambient track of a forest
- compressor effect / Effects
- constant-power panning / Changing panning
- createChannelGroup() method / Grouping channels together
- createDSPByType method / Effects in FMOD
- createSound() method / Loading and streaming audio files
- createStream() method / Loading and streaming audio files
- cues
- about / Introducing the FMOD Designer
D
- Data subchunk / Loading a sound
- default ambient reverb
- setting / Setting the default ambient reverb
- delay effect / Effects
- implementing / Implementing a delay effect
- digital signals
- about / Analog and digital audio
- distortion effect / Effects
- DSP effect
- about / Effects
- DSP effect, types
- DSP effects / Implementing a delay effect
E
- echo effect / Effects
- effects, FMOD
- about / Effects in FMOD
- time stretching / Example 1 – time stretching
- simple radio effect / Example 2 – simple radio effect
F
- .fdp extension / Introducing the FMOD Designer
- façade design pattern / Project 1 – building a simple audio manager
- FLAC
- about / Audio file formats
- flanger effect / Effects
- FMOD
- about / Understanding FMOD, Playing audio data
- advantages / Understanding FMOD
- positional audio / Positional audio in FMOD
- obstruction, simulating / Obstruction and occlusion in FMOD
- occlusion, simulating / Obstruction and occlusion in FMOD
- effects / Effects in FMOD
- FMOD**Channel class / Positional audio in FMOD
- FMOD Designer tool
- about / Introducing the FMOD Designer
- URL, for downloading / Introducing the FMOD Designer
- FMOD Event System
- about / Introducing the FMOD Designer
- FMOD Ex low-level engine / Introducing the FMOD Designer
- FMOD Ex Programmer's API
- about / Understanding FMOD
- installing / Installing FMOD Ex Programmer's API
- URL, for downloading / Installing FMOD Ex Programmer's API
- FMOD_2D mode / Loading and streaming audio files
- FMOD_3D mode / Loading and streaming audio files
- FMOD_CREATESOUNDEXINFO structure / Playing audio data
- FMOD_HARDWARE mode / Loading and streaming audio files
- FMOD_LOOP_NORMAL mode / Loading and streaming audio files
- FMOD_LOOP_OFF mode / Loading and streaming audio files
- FMOD_OPENUSER flag / Playing audio data
- FMOD_SOFTWARE mode / Loading and streaming audio files
- footsteps sound loop
- creating / Creating a footsteps sound loop
- Format subchunk / Loading a sound
G
- game code
- sound events, calling from / Calling sound events from the game code
- getFrequency() method / Controlling the pitch
- getMasterChannelGroup() method / Grouping channels together
- getPaused() method / Controlling the playback
H
- high-pass filter effect / Effects
- horizontal approach (re-sequencing) / The horizontal approach (re-sequencing)
I
- installation, FMOD Ex Programmer's API / Installing FMOD Ex Programmer's API
- interactive footsteps sound loop
- creating / Creating an interactive footsteps sound loop
- interactive music
- about / Introducing the FMOD Designer, Interactive music
- vertical approach (re-orchestration) / The vertical approach (re-orchestration)
- horizontal approach (re-sequencing) / The horizontal approach (re-sequencing)
L
- Load() method / Loading or streaming sounds
- LoadOrStream() method / Loading or streaming sounds
- LoadSFX() method / Loading songs and sound effects
- LoadSong() method / Loading songs and sound effects
- logarithmic rolloff / Setting the audio source's range
- lossless compression
- about / Audio file formats
- lossy compression
- about / Audio file formats
- low-pass filter effect / Effects
M
- microphones
- about / Analog and digital audio
- MIDI files
- about / Audio file formats
- MOD files
- about / Audio file formats
- MP3 format
- about / Audio file formats
- multi-channel audio
- about / Multi-channel audio
- multi-track events
- about / Introducing the FMOD Designer, Multi-track events
- functionalities / Multi-track events
- creating / Multi-track events
- examples / Examples of multi-track events, Simulating the sound of a car engine, Creating a complex ambient track of a forest
- multiple sounds
- mixing / Mixing multiple sounds
N
- noise removal effect / Effects
- normalize effect / Effects
- Nyquist sampling theorem
- about / Analog and digital audio
O
- obstruction
- about / Obstruction and occlusion
- in FMOD / Obstruction and occlusion in FMOD
- occlusion
- about / Obstruction and occlusion
- in FMOD / Obstruction and occlusion in FMOD
- OGG
- about / Audio file formats
P
- panning
- about / Multi-channel audio
- controlling / Controlling the panning
- changing / Changing panning
- parametric EQ effect / Effects
- PCM
- about / Analog and digital audio
- pitch
- controlling / Controlling the pitch
- changing, of sound / Changing pitch
- pitch property / Sound waves
- pitch shift effect / Effects
- Play() method / Playing sounds, Playing a sound, Pausing a sound
- playback
- controlling / Controlling the playback
- Playback Modes
- Oneshot mode / Simple events
- Repeating Loop mode / Simple events
- Successive Loop mode / Simple events
- Granular mode / Simple events
- Playlist Behaviors
- about / Simple events
- Random option / Simple events
- Shuffle option / Simple events
- Sequential option / Simple events
- PlaySFX() method / Playing and stopping sound effects
- PlaySong() method / Playing and stopping songs
- playSound() method / Playing sounds, The channel handle
- positional audio
- about / Positional audio
- positional audio, in FMOD
- using / Positional audio in FMOD
- audio source, creating / Creating an audio source
- audio source position, setting / Setting the audio source's position and velocity
- audio source velocity, setting / Setting the audio source's position and velocity
- audio source direction, setting / Setting the audio source's direction
- audio source range, setting / Setting the audio source's range
- audio listener properties, setting / Setting the audio listener's properties
- pow() function / Controlling the pitch
- properties, sound
- volume / Sound waves
- pitch / Sound waves
Q
- quantization
- about / Analog and digital audio
R
- RandomBetween() method / Playing and stopping sound effects
- release() method / Creating and managing the audio system
- repetitive sound effects
- avoiding / Avoiding repetitive sound effects
- reverb
- about / Reverb
- simulating, in game / Reverb
- properties, setting / Setting reverb properties
- position, setting / Setting reverb position and radius
- radius, setting / Setting reverb position and radius
- reverb, in FMOD
- reverb object, creating / Creating a reverb object
- reverb properties, setting / Setting reverb properties
- reverb position, setting / Setting reverb position and radius
- radius, setting / Setting reverb position and radius
- default ambient reverb, setting / Setting the default ambient reverb
- reverb object
- creating / Creating a reverb object
- RIFF chunk / Loading a sound
- rolloff model / Setting the audio source's range
S
- sampled audio
- sampling rate / Analog and digital audio
- bit depth / Analog and digital audio
- sequenced music
- about / Audio file formats
- set3DConeOrientation method / Setting the audio source's direction
- set3DConeSettings method / Setting the audio source's direction
- setChannelGroup() method / Grouping channels together
- SetFrequency() method / Synthesizing a sound
- setFrequency() method / Controlling the pitch
- setInputChannelMix() method / Controlling the volume
- setLoopCount() method / Controlling the playback
- setMute() method / Controlling the volume
- setPan() method / Controlling the panning
- setPaused() method / Controlling the playback
- setPitch() method / Controlling groups of channels
- setPosition() method / Controlling the playback
- SetVolume() method / Changing volume, Synthesizing a sound
- setVolume() method / Controlling the volume
- SFML
- SimpleAudioManager class / Project 1 – building a simple audio manager
- simple events
- about / Introducing the FMOD Designer, Simple events
- functionalities / Simple events
- creating / Simple events
- examples / Examples of simple events, Creating a footsteps sound loop, Creating an ambient track of singing birds
- simple radio effect / Example 2 – simple radio effect
- sin() function / Synthesizing a sound
- sine wave
- about / Sound waves
- sine_wave() method / Synthesizing a sound
- songs
- sound
- about / Sound waves
- simulating, of car engine / Simulating the sound of a car engine
- loading / Loading a sound
- playing / Playing a sound
- pausing / Pausing a sound
- looping / Looping a sound
- volume, changing / Changing volume
- pitch, changing / Changing pitch
- synthesizing / Synthesizing a sound
- sound defs / Introducing the FMOD Designer
- sound effects (SFXs) / Project 2 – improving the audio manager
- sound events
- versus audio files / Audio files versus sound events
- calling, from game code / Calling sound events from the game code
- sound events, FMOD
- simple / Introducing the FMOD Designer, Simple events
- multi-track / Introducing the FMOD Designer, Multi-track events
- sounds
- playing / Playing sounds
- loading / Loading or streaming sounds
- streaming / Loading or streaming sounds
- sound synthesis / Synthesizing a sound
- sound waves
- about / Sound waves
- speakers
- about / Analog and digital audio
- Standard Template Library (STL) / Class definition
- stop() method / Controlling the playback
- StopSongs() method / Playing and stopping songs
- Stream() method / Loading or streaming sounds
- System**set3DSettings method / Setting the audio source's position and velocity
U
- uncompressed audio files
- about / Audio file formats
- update() method / Creating and managing the audio system
- UpdatePan() method / Changing panning
V
- vertical approach (re-orchestration) / The vertical approach (re-orchestration)
- volume
- controlling / Controlling the volume
- changing, of sound / Changing volume
- volume property / Sound waves
W
- WAV
- about / Audio file formats
- WMA
- about / Audio file formats
- WriteSoundData() method / Playing a sound, Changing pitch