# New User -- Exporting Audio?

**URL:** <https://qa.fmod.com/t/new-user-exporting-audio/11347>\
**Category:** FMOD Studio\
**Created:** [March 20, 2014, 5:56pm UTC](https://qa.fmod.com/t/new-user-exporting-audio/11347 "2014-03-20T17:56:33Z")\
**Posts on this page:** 6\
**Page:** 1

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**Author:** ![frankthetank727](https://avatars.discourse-cdn.com/v4/letter/f/958977/32.png) [@frankthetank727](https://qa.fmod.com/u/frankthetank727)\
**Post date:** [March 20, 2014, 5:56pm UTC](https://qa.fmod.com/t/new-user-exporting-audio/11347/1 "2014-03-20T17:56:33Z")

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Hey everyone,

I’ve just started using FMOD studio. I am trying to experiment with creating sounds and I have one that I made, but I was wondering basically what happens when you’re ready to have a “final” version of the sound. For example, if using Pro Tools for making a sound effect or a music mix, when you’re ready you bounce all tracks down to one mono or stereo file – is there a way to do this in FMOD studio? Or are audio creations in FMOD only stored as events and you can’t actually “bounce down” your event into one file. I can’t seem to figure out how this works, so if somebody could help me out that would be great.

Thanks!

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**Author:** ![joseph](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/joseph/32/264_2.png) [@joseph](https://qa.fmod.com/u/joseph)\
**Post date:** [March 20, 2014, 11:53pm UTC](https://qa.fmod.com/t/new-user-exporting-audio/11347/2 "2014-03-20T23:53:12Z")

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Content can be built for inclusion in a game via the ‘Build…’ menu item in the ‘File’ menu; This will cause your content to be output in a game-usable format to your project’s ‘build’ directory. From there, it can be added to your game as described in the Programmer’s API documentation. (Note that events must be assigned to banks in order to be built.)

That said, FMOD Studio doesn’t ‘bounce down’ audio files in exactly the way you describe, because the purpose of FMOD Studio is to create dynamic, interactive audio content. All changes to and mixing of audio made in FMOD Studio are processed and applied in real time when your game is run; Meaning that parameters are be updated, randomised content is randomised when triggered and so on, in real time, by your game’s code, as the game is played. While this grants you the ability to manipulate, trigger and remix sound in response to player actions and game events, it also means that any content change made in Studio consumes system resources in-game, rather than only during development.

We therefore recommend that you use a linear audio editing tool (such as a version of Protools you feel comfortable with) to make any changes to your source audio files that won’t vary in-game, then build those files into FMOD Studio events that make use of our dynamic audio features where they would be of most benefit.

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**Author:** ![tome](https://avatars.discourse-cdn.com/v4/letter/t/e56c9b/32.png) [@tome](https://qa.fmod.com/u/tome)\
**Post date:** [July 10, 2024, 7:32pm UTC](https://qa.fmod.com/t/new-user-exporting-audio/11347/3 "2024-07-10T19:32:44Z")

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10 years after: sometimes it’s quite useful to construct a sound event using fmod timeline. it would be nice to be able to bounce to create different versions and re-elaborate material. COuld it be possible to write a c++ script to “bounce” an event?

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**Author:** ![joseph](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/joseph/32/264_2.png) [@joseph](https://qa.fmod.com/u/joseph)\
**Post date:** [July 12, 2024, 3:57am UTC](https://qa.fmod.com/t/new-user-exporting-audio/11347/4 "2024-07-12T03:57:46Z")

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> [@tome](#):
>
> sometimes it’s quite useful to construct a sound event using fmod timeline. it would be nice to be able to bounce to create different versions and re-elaborate material.

We do not support doing this. There are a number of reasons for our not doing so, but one of the most important reasons is a legal one: Certain third-party plug-ins included in FMOD Studio are licensed for use in dynamic audio content such as games, but not for use in linear audio content such as bounced-out audio files. Making it possible to bounce out audio files that could be used in other applications would make it possible to use those plug-ins to create linear audio content, and thus would be a violation of those licenses.

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**Author:** ![tome](https://avatars.discourse-cdn.com/v4/letter/t/e56c9b/32.png) [@tome](https://qa.fmod.com/u/tome)\
**Post date:** [July 18, 2024, 3:39pm UTC](https://qa.fmod.com/t/new-user-exporting-audio/11347/5 "2024-07-18T15:39:01Z")

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Oh wow, I did not know that, thanks for explaining that Joseph

Tommaso

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**Author:** ![2laprod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/2laprod/32/9781_2.png) [@2laprod](https://qa.fmod.com/u/2laprod)\
**Post date:** [August 20, 2024, 9:45am UTC](https://qa.fmod.com/t/new-user-exporting-audio/11347/6 "2024-08-20T09:45:30Z")

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I understand the issue with licenses; however, it would be interesting to have the equivalent of Rendered Effects from Wwise, at least for the basic effects in FMOD. This would allow for some sound design directly within FMOD while ensuring good performance of the session.
