I’ve been working with FMOD for some time doing some dynamic music and some sound implementation for smaller games but now i’m on a bigger 3D project in Unreal engine.
I already did (for studying) some environment sound implementation in the Unreal First Person Shooter demo and it worked will in FMOD.
My question is: What’s the best approach to creating a believable 3D forest environment ? The best way it’s to just create 3D sounds in FMOD and drop them in the scene ? (That’s what I did in my tests)
I’m creating various elements of the forest as separated events (water falls, crickets, winds, birds, leaves …) and adding them to the scene, but I’m thinking that I need one big sound that will be the “base” sound of the forest and those others will just pop when neccessary to enhance the scene. Does that make sense ?
On other question: What’s the best way to implement a river sound ? Let’s say I have a river that crosses my entire map, If I drop just one event at some place in the river, if the listener is far away from this source they will not hear the river sound even if they are near the river object (obvious). I was thinking that I need to drop tons of the same object with a small attenuation area along the river path, does it make sense ?
Is there any tutorial available on this subject ?? Every thing that I see on youtube is too basic. And mostly not from the sound designer perspective.
Thanks a lot!