As the last of the "big 3" engines still lacking an officially-supported FMOD integration plugin, Godot offers a unique working environment for sound designers and composers utilizing FMOD. In this talk, I would like to explore the advantages and disadvantages this presented when making music and SFX as a one-man audio department for the roguelike deckbuilder on a grid - Fogpiercer.
This talk is primarily aimed at sound designers and composers looking to work on a Godot project in FMOD. In addition to this, the talk can also be informative for solo devs and programmers, since it also discusses topics of implementation.
In this talk, I will go over the following:
- what is FMOD (very brief overview)
- why and when Godot native audio vs FMOD (team composition and size, game genre)
- unique considerations for Fogpiercer
- unique considerations with a 3rd party plugin
- technical limitations we encountered
- our approach to utilizing FMOD
Licensed to the public under https://creativecommons.org/licenses/by/4.0/
about this event: https://pretalx.godotfest.com/godotfest-25/talk/CHMPFL/