Thanks! Yeah, I think it can be used in quite a lot of ways ranging from kiosks to immersive experiences. Although it should be noted that such use (on commercial projects) requires a license. No idea how much it is as it’s not the standard game use, they seem to be handling this on a case by case basis.
Super interesting, thanks for exploring this @domj
I recently looked into WWISE (https://www.audiokinetic.com/products/wwise/) which is an industry standard for game audio. Unfortunately their licensing scheme also excludes many things (probably also interactive installations):
FMOD’s documentation style is much more to the point and they also provide C# wrappers. Whereas I couldn’t find anything like that for Wwise. So you’d have to write your own or maybe somehow modify the Unity integration. They really push and document well their Wwise Authoring API, but that’s just a way to remotely call methods on their authoring tool, not the engine itself.
Further FMOD Studio feels very close to Ableton Live and therefore might be easier to pick up by musicians and albeit it does feel somewhat limitied to Wwise, it’s really easy to pick up and most tasks are really fast. Wwise has more of an IDE feel to it. It’s probably more powerful and flexible and the plugin ecosystem seems to be further along as well.
Both are solid engines used in countless titles, so it’s down to what you need and preference. But Wwise is probably more of a pain to integrate into a .NET stack.
As for the license @motzi , I think it will be the same approach as FMOD. You just have to contact them, don’t think they’d just straight up exclude the use in such scenarios, just hard to put a fixed price on something so varied.
I am in the middle of evaluating some options to work with spatialized audio ina a project and your demo caught my attention. However after looking around for a while in FMOD’s documentation and website I am still not clear if I can use their tools/API to control a custom audio rig (30+ speakers).
Do you have any idea if something like that can be done via FMOD and FMODStudio?
I think you’re not off-topic at all, this is exactly the kind of questions that should be asked, with a project in mind. It’s nice to have a discussion about the possibilities.
By what I was able to dig up, FMOD & FMOD Studio have built-in support for up to 7.1.4 speaker setups (this is “front left, front right, center, low frequency, surround left, surround right, back left, back right, top front left, top front right, top back left, top back right.”), totalling 12. FMOD should also provide you with proper spatialization. I have not yet integrated 3D sounds in this library but it should be fairly straightforward (when not dealing with occlusions).
As for 30+ speaker setups, I couldn’t find anything concrete but it may be possible. FMOD does support ASIO and also there is a special Raw speaker mode which should allow for non-standard multi speaker setups.
So in theory maybe. Also you might still get, again in theory, spatilization (incl. Doppler) if each channel was set manually with the correct 3D parameters. But this may be more Core rather than Studio territory.