I have received a report from my team’s porting division, and it highlighted some concerns regarding FMOD and its porting risks as follows (target ports are Switch 2, PS5, and Xbox X|S):
- Confirmed local evidence points to FMOD Studio 2.02 and the FMOD for Unity 2.02 integration
branch; - The project contains many banks, and several are large, so memory budgeting and streaming
strategy matter on console; - Console readiness will depend on rebuilding/exporting banks per target platform and verifying
native binaries for each platform
I have already done some research and know that in order to proceed I need to:
- Rebuild the banks in each designated platform (i.e., adding Project Platforms in Build Preferences option).
- Set limits to each event instance and control the stealing behaviour for maximum efficiency.
- Convert some long and heavy audio files from .wav to .ogg.
- Set event priorities.
- Set proper loading modes to assets.
I was wondering if this is enough preparation for the ports. I do have some questions:
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I understand that FMOD recommends sticking to the default platform settings for each platforms, but since my game only has stereo mix and no surround, is it okay to change the “Surround Speaker Mode” to Headphones on PS5, Xbox, and Switch?
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Is there any advantage to setting the custom platform encoding, specifically the “Advanced Loading Mode,” compared to the ones on platform-specific builds?
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What is the safe limit on having multiple “Virtualize” stealing on multiple different events?
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Are there any extra steps besides all of these when porting to the platforms mentioned?
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Any heavy drawbacks to increasing real voices channels in the FMOD Settings?
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I was wondering if there is something I missed, or something I should do; please tell me.
This is my first time preparing and executing FMOD ports, so forgive me if I missed something along the way or asked something that might have been asked multiple times.
Thank you.