Adventure Game Studio

AGS Support => Modules, Plugins & Tools => Topic started by: Walmaker on Sat 19/07/2025 14:48:04

Title: FMOD in Adventure game studio
Post by: Walmaker on Sat 19/07/2025 14:48:04
I've heard that FMOD is a good tool to implement music transitions into games but can it work with AGS?
Title: Re: FMOD in Adventure game studio
Post by: eri0o on Mon 21/07/2025 13:00:21
Due to it's closed source nature it can only be used as a plugin, but unfortunately there's no currently working and maintained plugin so there isn't any way to use it unless you write one and build it yourself. There was a very old plugin (https://www.adventuregamestudio.co.uk/forums/modules-plugins-tools/plugin-fmod-for-ags/) but it has been since lost to time.

Is there a specific reason you want it? I have seen people talk about it but they never take the time to explain what it can actually do or why it would be useful.
Title: Re: FMOD in Adventure game studio
Post by: Hobo on Mon 21/07/2025 17:15:52
Quote from: eri0o on Yesterday at 13:00:21I have seen people talk about it but they never take the time to explain what it can actually do or why it would be useful.
I guess one value for adventure game devs would be to sort of try and emulate the Lucasarts iMuse system. Having seamless and dynamic transitions for music and sounds can add a lot of atmosphere and polish to the game. And music cues that react to different parts of the gameplay can probably make everything feel more cinematic and immersive

I'm currently working as a pixel artist on Ale Abbey and a former Lucasarts composer Clint Bajakian did the music and sounds for us. He was also using FMOD these days and really recommended it
Title: Re: FMOD in Adventure game studio
Post by: eri0o on Mon 21/07/2025 17:22:14
Could you elaborate on what seamless means? I don't understand.
Title: Re: FMOD in Adventure game studio
Post by: Hobo on Mon 21/07/2025 18:16:44
I'm probably not the best person to explain it, never used FMOD or composed music myself, mostly just parroting what I've heard  :)

But I quess I would compared it to the way DJs mix songs. It's usually not simply crossfading from one to other, but also having correct timing and matching the beat etc. So, that one track blends into another track like it's the same continuous piece
Title: Re: FMOD in Adventure game studio
Post by: eri0o on Mon 21/07/2025 19:15:15
Uhm I see, I guess for this besides the actual music file some additional file must contain the beats information and it has to be read somehow by the game, otherwise it wouldn't know when the beat would occur when it's streaming the music from the game assets. So there has to be some post process way to generate or author this beats description file in some ui too.