Middleware 1

Implementing audio in-engine, be it Unity, Unreal or a proprietary engine, provides it's own challenges,
and usually consists of implementing known solutions to recurring problems.
To facilitate this, companies like Firelight and Audiokinetic have created specialized software called 'Middleware'


In short:
Middleware 1 introduces you to the use and workflow of FMOD.
In contrast to traditional DAW's, this program designed specifically to interface with a Game Engine
and react to the game calling events, dynamically updating parameters and keeping track of Game Objects.

Course contents:
Contextualizing what a Middleware is, and is not,
what tasks are best left to the DAW and where a Middleware conceptually differs.

Usage and workflow of FMOD:
- FMOD Studio Concepts
- Organizing the Project
- Authoring Events
- Working with Instruments
- Managing Assets
- Parameters
- Mixing
- The Sandbox
- Editing During Live Update
- Profiling

Learning materials:
FMOD Studio Documentation https://www.fmod.com/docs/2.03/studio/welcome-to-fmod-studio.html

Evaluation and assignments:
We evaluate competence in
- Hooking into an application using events, and applying attenuation to spatialised sound sources
- Utilizing Game Parameters to dynamically alter the soundscape based on the current game state
- Design and execute upon a dynamic evolving soundscape built entirely in the Middleware package
- The final assignment combines all gained knowledge to implement audio elements in an existing.

Learning goals and outcomes:
Graduates of this course are able to explore a game project where FMOD has been integrated
and implement a complete reactive soundscape, including dynamic ambiences,
context dependent interaction sounds, music and mixing.

Tools:
Cockos Reaper, FMOD Studio

Teacher:
Dries Vienne (dries.vienne2@howest.be)