Game Sound Design has a cool section called “Anonymous Confessions of a Game Sound Designer”, where someone identified as “U.C” gives his personal thought of something related to sound design. In the second installment of the series, U.C gives an interesting (and constructive) criticism about FMOD. Let’s read:
It’s been three days since I last opened FMOD Designer, which is exactly the amount of time it took me to open my 250,000 lines of dialog in a new Wwise project – but I digress. I’m in the throes of some hardcore implementation and I’m trying to remember the reason I double-clicked on this shortcut in the first place. Could it be that I had finally given in to Audiokinetic’s purported “tight integration” and “robust sound engine”? It’s a possibility, but that simple answer would be selling my years slinging projects around with FMOD short.
I remember the early years fondly, entranced by your Sound Designer friendly interface and dark techno color scheme, where I spent my days endlessly tabbing between Events, Editor, and Sound Definitions in an attempt to realize the potential of the sound content. It was a special time, walking hand in hand; parameters, randomized values, dynamic ambiances, WYSIWYG layering of sound elements, bank management – all right there to discover and explore.
Do you agree with this? … something to say?