FMOD 201 - Lesson 5 - synchrnzr
Last update: 2025-06-22
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201: Interactive Music
Lesson 5: Interactive Re-orchestration
In this lesson we're going to use a different guitar track depending on the player health.
- Delete the current guitar tracks (Audio 3 and Audio 14 in this example).
- Add 3 audio tracks to hold the guitar tracks again.
- We'll recover now the Combat-A and Combat-B guitar tracks. We can find them in the Assets tab. Drag them to the newly created tracks and adjust their duration.
- Now add the bridge versions behind.
- We now need to create the game parameter we need to choose the tracks to be used. Click on the main menu Create option and choose Add parameter...
- The parameter is PlayerHealth and it's a continuous parameter with values between 0 and 100. Of course 100 is the default value and the scope must be set to Global.
- Now select the first guitar track and we'll create and Automation for the track fader. Right-click on the fader and choose Automation.
- Click Add curve and choose PlayerHealth.
- Now you'll see the curve editor. You can create nodes by clicking over the line and drag them wherever you want. We'll adjust the values so that volume for this track is up between 50 and 80 PlayerHealth units.
- On the right panel you'll see the game parameter. This will allow you to change it and preview the sound for any possible value. At the same time, we now find a foldable subtrack below our guitar tracks that shows the track volume according to the PlayerHealth value.
- Repeat the previous steps for the other 2 guitar tracks. We'll use track 2 for values between 20 and 50 and below 2 respectively.
Try this into the game, just rebuild the Bank and play the map in Unreal. You can lose health by shooting the rocket launcher very close to the character. Also you have health refill pickups with a cross icon troughout the map. Listen to guitar tracks changing according to your character's health.