Studio One Audio Bounces to FMOD Studio

I discovered that FMOD fully supports Reaper via a dynamic DAW link. However, I tried Reaper but was unable to use it, and I do not have the time to learn a new DAW. As a result, I am very familiar with Studio One and intend to use it for sound design and music creation in game development.

What worries me is that if I decide to change one of my music or SFX mixes/masters in the middle of an FMOD project, will I be able to easily replace the revised audio files via the audio bin in FMOD Studio? In other words, if I export a newer version of a music audio file from Studio One and override the older bounce file with the same name, will refreshing asset files be enough?

Speaking generally, yes, Studio will handle this case for you. To get into specifics a bit more:

  • If you drag an identically named asset into Studio, you will be prompted to overwrite the existing one, which will replace usages of the existing asset with the new one.
  • If you want to replace usages of an existing asset with a new one with a different name, you can right click on the old asset and use “Replace with” to do so.
  • If you replace the asset directly on disk, overwriting the contents of the old file, Studio automatically checks assets for changes in length and channel count, and will refresh it.

There is a known issue with point 3, where an asset on disk that is overwritten with different audio data that still has the same channel count and file length isn’t automatically refresh by Studio. However, this can be worked around by right clicking on the asset and selecting “Refresh Selected Assets…”.