Fmod Xplane 12

Hello everyone, I had the pleasure of discovering Fmod recently, although I must say that I used it unconsciously on the sounds of xplane, now I have seen the demonstration video on the official site of laminar, but it is not very explanatory, looking for tutorials on how to found a sound package, it only brought me to some short videos, but nothing particularly careful, on how to build a sound package ad hoc, for one of the planes that I would like to improve, it is also true that I am using a utility that extracts the fmod packages, and this gives me the way to see and manipulate the tracks inside the package, and once the changes have been made it repackages the master bank, something that I find useful, because then you can modify the guid file, and you have the desired experience, even if they are few sounds, but it is also complex to make these changes, now in the xplane package in addition to the master bank there is also the file xxx.snd (where xxx is the acf of the aircraft for example a320.snd) and from what I read in the documentation it is essential to identify a certain button or click or knob to add a sound, and not if these are called snapshots … anyway I’m not saying to make a complete tutorial on how to build a fmod for an aircraft, but at least the basics on how to differentiate them, for example the click as it is called and so on, another interesting thing, would be the implementation to reconstruct the guid file (even here a tutorial would not be unwelcome) from an extrapolated and modified master bank (for example I want to bring the sound of the engines to a more realistic level and took the .waw files from another master bank, I’m replacing them with those of the original fmod). I know it’s a lot of information, but a video tutorial on the subject would be appreciated. Thanks.

We at Firelight Technologies make FMOD Studio. We do not make or maintain X-Plane, so we honestly don’t know how its FMOD Studio project files work. If you want more information about how to design sound content for X-Plane, we therefore recommend reading the relevant sections of X-Plane’s Plane Maker Manual or contacting members of the X-Plane modding community to ask their advice.

thanks for the reply, obviously I will look for answers on xplane.org, but since we are talking about fmod anyway, it seemed appropriate to give it a try, and as I already said there are no tutorials on how to do certain things, anyway I wanted to understand if there is a way, once the master bank has been recompiled, or with the project folder “uncompressed”, then master bank to be recompiled with the changes to the wav files, made, to reconstruct the guid file together with it. so as not to have problems during loading, I’m just curious, since I do it for fun, and not for a profession, making a change and implementing it should not be so complicated or at least I think…

There is no way to open a bank file and edit its contents. If you want a new version of a bank file, you must build one using the original FMOD Studio project.

This is partly a technical limitation (bank files are not compressed archives; they’re a proprietary format designed to be read only by the FMOD Engine, not humans) and partly a security feature (to prevent unscrupulous pirates from stealing the assets used in our customers’ games).

I understand that in some way you have to say that it is safe, but I am talking about x plane where the same sound is free for almost all aircraft because we are talking about common and easily available wav files, in any case I not only uncompressed the master bank, not only did I modify the sounds that I had to make (in reality I had to replace some incorrect wav files) but I also recompiled it, now we are talking about a program that must be able and must perform all the inverse and complementary operations, and also partially reconstruct the original project, or at least the broad lines, but if you tell me that, I who perhaps have a project of my own somewhere and I compiled it, and somehow I made a mistake and I want to fix it, perhaps spending only 5 minutes to make the change, are you telling me that I have to recompile the entire project, where it might take weeks for a five-minute change? it’s not that it’s very ethical especially if you don’t violate any copyright, for those who have a digital signature on the sounds (and it’s not that there’s a way to encrypt a sound… all you need is a recorder and you can reproduce the sound as and when you want in any format), however for those who own a copyright there are other ways to encrypt the files… but if this is your program which for goodness sake, is functional, but like this it’s only optional, tell me what’s the point, if I can’t reconstruct a job I’ve already done? anyway the changes can be made, the masterbank can be brought to the origin, and where inside there is a txt file that lists the resident sounds of the master bank, that is the root of the project … they managed to do something like this … maybe then rebuild the guid, it will only be one more option to add … why not do it yourself directly since you program the program yourself … anyway thanks … in the end instead of going crazy … I spend 2 € and buy the work of third parties who use your fmod program with all the equipment to modify their already pre-compiled projects … I do not expect a different response from the one I received from you, but I hope that my thoughts can open new ideas.

I’m afraid i’m having some trouble understanding what you’re asking. Could you please rephrase that?