As the last of the “big 3” engines still lacking an officially-supported FMOD integration plugin, Godot offers a unique working environment for sound designers and composers utilizing FMOD. In this talk, I would like to explore the advantages and disadvantages this presented when making music and SFX as a one-man audio department for the roguelike deckbuilder on a grid - Fogpiercer.
This talk is primarily aimed at sound designers and composers looking to work on a Godot project in FMOD. In addition to this, the talk can also be informative for solo devs and programmers, since it also discusses topics of implementation. In this talk, I will go over what FMOD is (very brief overview), why and when to choose Godot native audio versus FMOD (considering team composition and size, game genre), unique considerations for Fogpiercer, unique considerations with a 3rd party plugin, technical limitations we encountered, and our approach to utilizing FMOD. If possible, I would love to play short videos with sound as examples to illustrate the concepts.