Learning Outcomes

By the end of this chapter, you will be able to:

Edit audio files in a DAW so that they are suitable for use as looping assets in a game.

Create Loop Regions in the FMOD Logic Track.

Configure FMOD Instruments as Asynchronous or Timelocked.

In this chapter, we’ll look at the various types of looping available in FMOD – but before we do this, we’ll need to take a look at how to prepare our audio files so that they loop correctly.

FMOD has very limited audio editing capabilities, so you’ll need access to a DAW. I’m going to be using Reaper, but the principles covered can be applied to any DAW.

Reaper

In film and TV post production, Pro Tools is the leading DAW. There isn’t yet a standard DAW for game audio ...

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