Table of Contents

FMOD Sound Bank Asset

The sound bank asset is used to import data from an FMOD sound bank into the engine, and expose FMOD events as sound event assets.

FMOD Studio (the tool to edit FMOD projects) stores all sound data in so called sound banks. A sound bank contains all the necessary meta data about sounds (called 'events') as well as the sound data. The FMOD runtime loads these sound banks into memory and decodes sound data as needed. In an FMOD Studio project you can split up sound data into as many sound banks as you like, which allows you to organize sounds in such a way that not all sound banks need to be loaded at the same time.

To make use of FMOD events inside an FMOD sound bank, you first have to create a sound bank asset in the ezEditor and reference an exported FMOD sound bank file. When you transform the sound bank asset it will extract the meta information about all the events, and create sound event assets, which appear in the asset browser.

You can then add sound events to scenes via drag and drop of sound event assets from the asset browser.

Previewing Events

The asset window lists all events in the sound bank with their name, length and type (2D or 3D, one-shot or persistent). To play the selected event, use the play button below the list or double-click the event.

The window reads the bank file directly, so the list is available without transforming the asset. The master and strings banks are loaded from the same folder as the sound bank file. Without a strings bank, events are listed by their GUID.

Event parameters keep their default values during the preview. For listening to more elaborate events, you may need to use FMOD Studio directly. Events without a timeline have no known length, so the progress bar then only indicates that the event is playing.

Asset Properties

  • SoundBankFile: The relative path (from any data directory) to the exported FMOD sound bank file.

See Also