I think the main appeal of stuff like FMOD is being able to apply effects to the audio in real time, instead of needing to have a full set of different files for example if you want a character's footsteps to have different reverb according to whether they're outdoors, or in a cave, or in a room.
A very common example would be a scene in which the player is outside of, say, a club. The music sounds muffled from the street (low pass filter), but you get the full sound when someone opens the door, and you might even want to add some extra room reverb when the player actually steps into the club.
With a real-time audio system like FMOD, this would all be done in a single track, adding and tweaking effects on the fly via script. In AGS, you would need a separate track for each of these effects and to play them all simultaneously, switching the volumes of each one on and off according to which effect you want, which also takes up an audio channel for each track.
I know @Dualnames implemented this kind of real-time muffled effect for Strangeland's in-game options menu, but I have no idea how he did it!
A very common example would be a scene in which the player is outside of, say, a club. The music sounds muffled from the street (low pass filter), but you get the full sound when someone opens the door, and you might even want to add some extra room reverb when the player actually steps into the club.
With a real-time audio system like FMOD, this would all be done in a single track, adding and tweaking effects on the fly via script. In AGS, you would need a separate track for each of these effects and to play them all simultaneously, switching the volumes of each one on and off according to which effect you want, which also takes up an audio channel for each track.
I know @Dualnames implemented this kind of real-time muffled effect for Strangeland's in-game options menu, but I have no idea how he did it!