Background environment sound often consists of both ambient sound loops and random one-shots. Using the Entities AmbienceVolume and RandomSoundVolume attached to area shapes, one can create convincing environments.
Multi-channel looping sound events can be played as background ambient sounds in the levels. These are 3D sounds that reside within the confines of an area shape.
When the player enters the area shape, the ambient sound travels with the player, becoming, in effect, a surround sound. Once the player leaves that shape, the sound is left behind on the perimeter of the area shape.
An example of an ambience setup in a level.
Using the FMOD Designer tool, the sound event should have the following properties:
Basic ambiences are quite easy to place in a level:
AmbientVolume Property | Description |
---|---|
Enabled | By default, this is set to true. In general, you will always want the background ambiences to play in a level. |
IgnoreCulling | The default is no effect. AmbientVolume will be culled by distance or if separated by too many visAreas. |
IgnoreObstruction | This is as listed in soundeventspot. Walls will have no effect on the sound. |
LogBattleValue | Flagging this as true will output data in the console; it is useful for balancing battle and non-battle ambiences. See SensitiveToBattle listed below. |
Name | This is the name of the ambience sound event. |
OuterRadius | This is for rolling off as you approach or leave an ambient area. |
SensitiveToBattle | This is false by default. If the ambience needs to respond to battle, remember to add the parameter to the sound event. |
You might run into the problem that the outer most ambient volume will "bleed through" into your inner ambient shapes that you use for interior ambience.
Consider the following scenario:
You walk cross a jungle with constant birds singing, wind gusts, crickets etc. Then you enter a large bunker and walk deeper and deeper through a tunnel. The birds fade away and only a deep hollow tunnel ambience is audible. You then pass through a door into a control room with radio comms, radar beeps and tech ambience.
Problem:
On transitioning from the tunnel into the control room the outdoor jungle ambience will briefly play, its sound will "bleed through" from the outside.
There is multiple ways of preventing this behavior.
This option has the benefit of absolute and total control on the sound/level designer's part but creates more maintenance overhead in case of the level layout changing. You also do not need to create any flow graph and can do it within the level itself.
This option has the benefit that you do not need to maintain a complex second shape, you can just modify the trigger when something changes. You need to make sure your flow graph is clean and keeps being maintained when things change as well though. If you use this method a lot you would be well advised to add a short (e.g. 500ms) fade in and fade out to your ambience sound events in FMOD to prevent any sudden silence (or crackling) from being heard when hitting the trigger.