Reference - FMOD Parameters
The following tables list the different parameters to use with the Sound_ParameterTransition_V2_BP_C Blueprint to modify Ambient and Music queues within your level.
[D] = Dynamic parameter: These are layers that can be toggled between different states multiple times, and transition between them freely. Usually if x parameter = 1, a layer’s volume is brought up, if 0, it’s back down again.
[S] = Static parameter: These are single use events that are one and done, you cannot trigger them again after the initial firing. These are used for timelines that have some linear progression to them or trigger a sting event (eg: seeing the pictures on Streamer). Once it’s triggered, it shouldn’t be set back to 0. You cannot go backwards on the music timelines once these are called.
FMOD Events Parameters are NOT case sensitive. Spaces in some names are required however.
Agency
Ambience: Agency_Amb
| Parameter Name | Type | Description |
|---|
| AgencyAmbIN | [D] | |
| AgencyAmbOUT | [D] | |
| AgencyAmbSTORE | [D] | |
| AgencyAmbWAREHOUSE | [D] | |
| AgencyAmbWAREHOUSECOVER | [D] | Muffles warehouse ambience. |
| AgencyClothesRain | [D] | Rain on clothes volume. |
| AmbSwitch | [D] | Muffles rain ambience depending on amount, 0 = unmuffled, 1 = muffled, etc. |
| AgencyExtEventsPlay | [D] | This is automated by AmbSwitch, do not change. |
Music: Main_Agency_Timeline
| Parameter Name | Type | Description |
|---|
| AgencyMusicIN | [S] | transitions the music into the inside sections |
| AgencyMusicQUIET | [D] | lowers the volume of certain layers |
| AgencyMusicMIRROR | [D] | Controls creepy aaaaaaaa |
Beachfront
Ambience: Beachfront_Amb
| Parameter Name | Type | Description |
|---|
| BeachfrontAmbHOUSE | [D] | House ambience |
| BeachfrontAmbHOUSEDEEP | [D] | Deeper house ambience |
| BeachfrontAmbOUT | [D] | Outside ambience |
Music: Main_Beachfront_Timeline
| Parameter Name | Type | Description |
|---|
| BeachfrontHOUSEENTER | [D] | transitions the music into the inside sections |
| BeachfrontATTICENTER | [S] | allows the timeline to flow to the piano section |
| BeachfrontHOUSECHIMES | [D] | If == 1, you can hear the spatial event Beachfront_Chimes_Spatial |
| EndLoop | Ambswitch Controlled | 0-1 Outside non-looping, 1-9 Is inside looping |
- Timeline will continue to play initial guitar chords until BeachfrontHOUSEENTER == 1
- Timeline will continue to play muted bass hits until combat is entered
- Timeline will loop a combat section as long as the player stays in combat
- Timeline will eventually transition to a post combat loop until BeachfrontATTICENTER == 1
- Timeline will play attic section with piano until reaching an ‘end loop’ that eventually transitions to a quieter loop if ambswitch < 1 (Outside)
Two spatial FMOD events, Beachfront_Chimes_Spatial and Beachfront_Flutes_Spatial, can be placed on your map and act as spatial accompaniments
- The flute spatial sounds will only trigger if AmbSwitch >= 1 and is placed in your map.
- The chimes spatial sound will play if BeachfrontHOUSECHIMES == 1 and is placed in your map.
Campus
Ambience: Campus_Amb
| Parameter Name | Type | Description |
|---|
| CampusAmbBATHROOM | [D] | |
| CampusAmbCL1 | [D] | |
| CampusAmbCL2 | [D] | |
| CampusAmbHALL1 | [D] | |
| CampusAmbHALL2 | [D] | |
| CampusAmbLECTURE | [D] | |
| CampusAmbLIBRARY | [D] | |
| CampusAmbOUT | [D] | |
| CampusAmbROOMSMALL | [D] | |
Music: None available.
Club
Ambience: Club_Amb_V2
| Parameter Name | Type | Description |
|---|
| ClubAmbBAR | [D] | |
| ClubAmbBIG | [D] | |
| ClubAmbDEEP | [D] | |
| ClubAmbMAIN | [D] | |
| ClubAmbMETAL | [D] | adds an eerie metal layer over the ambience, like metal clangs. |
Music: Main_Club_Timeline
| Parameter Name | Type | Description |
|---|
| MasterZackVolume | [D] | transitions the music to the ‘club music turned off’ sections |
| ClubOSTRooms | [D] | transitions to a variant of certain layers |
| ClubOSTHalls | [D] | transitions to a variant of certain layers |
| ClubOSTDeep | [D] | transitions to a variant of certain layers |
| ClubOSTSauna | [D] | transitions to a variant of certain layers |
| ClubOSTBodyRoom | [D] | ups the volume on a disturbing layer |
Timeline will remain silent until MasterZackVolume == 1
Coyote
Ambience: Amb_Coyote
| Parameter Name | Type | Description |
|---|
| CoyoteAmbBARN | [D] | |
| CoyoteAmbCAVE | [D] | |
| CoyoteAmbGARAGE | [D] | |
| CoyoteAmbHOUSE | [D] | |
| CoyoteAmbOUT | [D] | |
| CoyoteAmbROOM | [D] | |
| CoyoteAmbTUNNEL | [D] | |
| CoyoteWINDVOL | [D] | this controls the volume of the exterior wind. No changes needed. |
Music: Main_Coyote_Timeline
| Parameter Name | Type | Description |
|---|
| CoyoteTUNNELSPOTTED | [S] | transitions the music past the intro section |
| CoyoteCAVEDEPTH1 | [S] | transitions further into the music timeline |
| CoyoteCAVEDEPTH2 | [S] | transitions further into the music timeline |
| CoyoteCAVEDEPTH3 | [S] | transitions further into the music timeline |
| CoyoteSIDECAVES | [D] | adds a shaker layer |
Coyote is a more linear timeline as you move through the tunnels, so each Depth adds more layers to the soundtrack.
There is 1 spatial FMOD Event Coyote_Spatial_Drum. This is used at the entrance of the cave before you enter. As long as this is placed in your map, this will continue to play while CoyoteCAVEDEPTH1 == 0
DataCenter
Ambience: Data_Center_Amb
| Parameter Name | Type | Description |
|---|
| DataAmbINT | [D] | |
| DataAmbINTCOVER | [D] | Muffles inside ambience |
| DataAmbKITCHEN | [D] | |
| DataAmbOUT | [D] | |
| DataAmbSERVER | [D] | |
| DataAmbSERVERCOVER | [D] | Muffles server room ambience |
| AmbSwitch | [D] | referenced but not used |
Music: Main_Data_Center_Timeline
| Parameter Name | Type | Description |
|---|
| DataCenter Entered | [D] | transitions the music into the inside sections |
| AmbSwitch | [D] | changes certain layers coming in, having it go from 0-2 should adjust the intensity, 1 would be like the entrance and outer rooms while 2 would be inside the main server room |
- AmbSwitch is used to add more depth as you get deeper into the map
- The timeline will only continue properly as long as DataCenter Entered == 1 and AmbSwitch > 0
- You can trigger multiple different sections depending on the value of AmbSwitch (so ambswitch 1 is a new section, ambswitch 2 new section)
Dealer
Ambience: Dealer_Amb_V2
| Parameter Name | Type | Description |
|---|
| DealerAmbACHUM | [D] | AmbSwitch muffles this value if set to 2 |
| DealerAmbBIGROOMHUM | [D] | |
| DealerAmbBOILERROOM | [D] | |
| DealerAmbMAINROOMHUM | [D] | AmbSwitch muffles this value if set to 2 |
| DealerAmbOUTSIDE | [D] | AmbSwitch muffles this value if set to 1 |
| AmbSwitch | [D] | see above for descriptors on what ambswitch does to each |
Music: Main_Dealer_Timeline_V2
| Parameter Name | Type | Description |
|---|
| DealerEXPReception | [D] | The close the value is to 1, the more muffled the game OST will be |
| DealerEXPMurderRoom | [D] | makes certain layers all distorted |
Farm
Ambience: Farm_Amb_V3
| Parameter Name | Type | Description |
|---|
| FarmAmbCELLAR | [D] | |
| FarmAmbCHURCH | [D] | |
| FarmAmbGRHOUSE | [D] | |
| FarmAmbHOUSE | [D] | |
| FarmAmbOUT | [D] | |
| FarmAmbOUTCOVER | [D] | Muffles exterior ambience |
| FarmAmbSTAIRS | [D] | |
| FarmAmbWOODS | [D] | |
Music: Main_Farm_Timeline
| Parameter Name | Type | Description |
|---|
| FarmMusicENTRY | [S] | transitions to a sudden drum hit and continues the timeline |
| FarmMusicENTRYAPPROACH | [D] | adjusts the volume of the initial entry choir sound |
| FarmMusicDRONEINSIDE | [D] | volume for inside drone layer |
| FarmMusicDRONEOUTSIDE | [D] | volume for outside drone layer |
| | | |
| FarmMusicCHURCHAPPROACH | [D] | used when approaching church |
| FarmMusicDRONECHURCH | [D] | volume for church drone / scarier rooms |
| FarmMusicDRONECHURCHCLOSER | [D] | volume for more intense church drone |
| FarmMusicCHURCHDRUMSPEED | [D] | Increases drum speed 0 = slow, 1 = faster |
| FarmMusicTREE | [S] | triggers the tree stinger and subsequent eerie organ section |
There are 3 spatial events: Farm_Music_Spatial_Drum, Farm_Music_Spatial_Synth and Farm_Music_Spatial_Voice
- The timeline will only continue properly if FarmMusicENTRY == 1. As FarmMusicENTRYAPPROACH increases to 1, a choir layer is increased in volume - this layer only plays during the intro section.
- Once FarmMusicENTRY == 1, a large drum hit will play, and the timeline will continue.
- Using the assorted drone parameters, different layers can come in and out
- To have the church approach section play, set FarmMusicCHURCHAPPROACH to 1. As long as the
Farm_Music_Spatial_Drum FMOD event is placed in your map, you should hear this drum play spatially now. - To control the drum speed, set FarmMusicCHURCHDRUMSPEED to 0 for slow or 1 for faster
- To continue the timeline past the church section and fire the spooky stinger, set FarmMusicTREE to 1.
- The timeline will eventually return back to the third stage, where you can use the drone parameters again to control different layers.
Gas
Ambience: Gas_Amb_V2
| Parameter Name | Type | Description |
|---|
| GasAmbIN | [D] | |
| GasAmbINCOVER | [D] | Muffles inside ambience |
| GasAmbOUT | [D] | AmbSwitch lowers reverb volume for certain sounds within the ambience… Not sure… why. Oopsies. |
Music: Main_Gas_Timeline
| Parameter Name | Type | Description |
|---|
| GasMainBuilding | [D] | transitions the music past the intro |
| GasSideBuilding | [D] | muffles the music - this is unused in vanilla but still works |
| GasDiegetic | [D] | muffles the music as well, this is used around diegetic music sources |
Hospital
Ambience: Hospital_Amb_V2
| Parameter Name | Type | Description |
|---|
| HospitalAmbDEEP | [D] | if AmbSwitch < 3, this ambience is muffled |
| HospitalAmbINT | [D] | if AmbSwitch < 3, this ambience is muffled |
| HospitalAmbMORGUE | [D] | |
| HospitalAmbOUT | [D] | |
Music: Main_Hospital_Timeline
| Parameter Name | Type | Description |
|---|
| HospitalLIGHTSPOTTED | [S] | triggers a light stinger |
| HospitalHEAVYSPOTTED | [S] | triggers a heavier stinger |
| | | |
| HospitalDEPTH1 | [S] | once triggered, each step advances the timeline further and adds more layers. So the deeper you go through hospital for example, it fires 1 through 4 respectively. |
| HospitalDEPTH2 | [S] | ”” |
| HospitalDEPTH3 | [S] | ”” |
| HospitalDEPTH4 | [S] | ”” |
| | | |
| HospitalDEPTH | [D] | |
- The SPOTTED events are meant to be used for spotting things like bullet holes, blood and dead bodies
- The way Hospital works, is that the Transition Volumes are set up so as you go deeper it adds more layers.
- Since there are different spawn locations on different sides of the map, Hospital sets up multiple Transitions, for example Depth2, so no matter which side you enter from it will always trigger. It continues to cascade Transitions in-wards from opposite sides as you continue to move deeper through the map.
There are 6 FMOD events that you can place if this music is used, that have synchronized beeps to the music (Hospital_OST_Beeps_1 - 6)
Importer
Ambience: Imp_Amb
| Parameter Name | Type | Description |
|---|
| ImporterToBathroom | [D] | |
| ImporterToConveyor | [D] | |
| ImporterToPost | [D] | |
| ImporterToRoomA | [D] | |
| ImporterToRoomB | [D] | |
| AmbSwitch | [D] | AmbSwitch is used to lower the exterior ambience volume for this level. 0 = full volume, 1 = silent. |
Music: Main_Importer_Timeline
| Parameter Name | Type | Description |
|---|
| ImporterMusicINSIDE | [D] | transitions the music to the inside sections |
| ImporterMusicILLEGALACTIVITYSEEN | [S] | triggers certain lead lines to come in |
Meth
Ambience: Meth_Amb_V2
| Parameter Name | Type | Description |
|---|
| MethAmbLAUNDRY | [D] | |
| MethAmbSTREETINT | [D] | AmbSwitch is used to change between inside / outside ambiences. 0 = exterior, 1 = interior. |
| MethAmbTUNNEL | [D] | |
| MethOutdoorEventsPlay | [D] | AmbSwitch automates this. Don’t change. |
Music: Main_Meth_Timeline_V2
| Parameter Name | Type | Description |
|---|
| AmbSwitch | [D] | 0 = outside sections play, 1 = inside sections play, 2 = outdated laundry section plays, 3 = tunnel section plays |
Penthouse
Ambience: Penthouse_Amb_V2
| Parameter Name | Type | Description |
|---|
| PenthouseAmbBALCONY | [D] | |
| PenthouseAmbHALL | [D] | |
| PenthouseAmbROOMS | [D] | |
| PenthouseAmbSTAIRWELL | [D] | |
Music: Main_Penthouse_Timeline_V2
- No parameters to edit, Timeline will just work.
Port
Ambience: Port_V2_Amb
| Parameter Name | Type | Description |
|---|
| PortAmbAUCTION | [D] | |
| PortAmbCONTAINER | [D] | |
| PortAmbOUT | [D] | |
| PortAmbOUTCOVER | [D] | muffles exterior ambience |
| PortAmbRAINCLOTHES | [D] | Rain on clothes volume. |
| PortAmbSHACK | [D] | |
| PortAmbTOWER | [D] | |
| PortAmbTOWEROUT | [D] | |
| PortAmbTRAFFICKINGCONTAINER_SFX | [D] | muffles all ambiences if value is 1. |
| PortAmbWAREHOUSE | [D] | |
| PortAmbWAREHOUSEDEEP | [D] | Muffles warehouse ambience. |
Music: Main_Port_Timeline_V2
| Parameter Name | Type | Description |
|---|
| PortCRANEAREALEAFT | [S] | advances timeline past silence |
| PortINTERIOR | [D] | plays interior layer |
| PortWAREHOUSE | [D] | plays warehouse layer |
| PortAUCTION | [D] | plays auction area layer |
| PortAUCTIONDEEP | [D] | plays deep auction layer |
| PortTRAFFICK | [D] | triggers crate section |
Ridgeline
Ambience: Ridgeline_Amb
| Parameter Name | Type | Description |
|---|
| AmbSwitch | [D] | controls the ambience on this map. 0 = exterior, 1 = interior. |
Music: Main_Ridgeline_Timeline
| Parameter Name | Type | Description |
|---|
| AmbSwitch | [D] | 1.5 = triggers basement section |
| RidgelineTOINT | [D] | plays inside layers |
Sins
Ambience: Sins_Amb
| Parameter Name | Type | Description |
|---|
| SinsAmbBAR | [D] | |
| SinsAmbBATHROOM | [D] | |
| SinsAmbCLOTHESRAIN | [D] | rain on clothes volume. |
| SinsAmbHALL | [D] | |
| SinsAmbKITCHEN | [D] | |
| SinsAmbLOBBY | [D] | |
| SinsAmbLOUNGE | [D] | |
| SinsAmbOUT | [D] | |
| SinsAmbROOM | [D] | |
Music: Sins_Club_Timeline
| Parameter Name | Type | Description |
|---|
| SinsENTRY | [S] | advances timeline past silence |
For this level, there are 6 special spatial events - 5 opera singer events (Sins_Opera_Pos_1 - 5) and 1 star spangled event (Sins_StarSpangled_Spatial)
Station
Ambience: StationV2_Amb
| Parameter Name | Type | Description |
|---|
| StationAmbBASEMENT | [D] | |
| StationAmbBASEMENTBIG | [D] | |
| StationAmbHONOUR | [D] | |
| StationAmbIN | [D] | |
| StationAmbOFFICE | [D] | |
| StationAmbOFFICE2 | [D] | |
| StationAmbOUT | [D] | |
| StationAmbRANGE | [D] | |
| StationAmbROSTER | [D] | |
Music: Main_Station_Timeline
| Parameter Name | Type | Description |
|---|
| LobbyMusicKILLHOUSE | [D] | |
| LobbyMusicLOADOUT | [D] | |
| LobbyMusicMEMORIAL | [D] | |
| LobbyMusicMEMORIALSTATUE | [D] | |
| LobbyMusicMISSIONSELECT | [D] | |
| LobbyMusicMORALE | [D] | |
| LobbyMusicOUTSIDE | [D] | |
| LobbyMusicRANGE | [D] | |
| LobbyMusicREADYROOM | [D] | |
| LobbyMusicSELECT | [D] | |
| LobbyMusicSELECTED | [D] | |
| LobbyMusicUNDER | [D] | |
| LobbyMusicVOLUME | [D] | |
| Lobby_Ready | [D] | |
A lot of these parameters for the Station OST are set in code, so be cautious if you decide to use these…
Fun fact with the station OST, depending on how far through the campaign you are, if you go into the memorial room, there’s a horn section layer that plays spatially if you go straight to it when loading in. You might have to wait a few seconds to hear it
Streamer
Ambience: Streamer_Amb
| Parameter Name | Type | Description |
|---|
| StreamerAmbAPARTMENT | [D] | |
| StreamerAmbBATHROOM | [D] | |
| StreamerAmbIN | [D] | Ambswitch lowers volume. 0 = full volume, 1 = lower volume. |
| StreamerAmbMINING | [D] | |
| StreamerAmbOUT | [D] | Ambswitch lowers volume. 0 = full volume, 1 = lower volume. |
Music: Main_Streamer_Timeline
| Parameter Name | Type | Description |
|---|
| StreamerENTRY | [S] | advances timeline past intro |
| StreamerSERVERROOM | [S] | advances timeline to server section |
| StreamerAGENCYPICSSEEN | [S] | plays agency stinger |
| StreamerROOMENTERED | [D] | lowers volume of certain layers. If AmbSwitch <= 1.35, this value will be 0. If AmbSwitch >= 2, this value will be 1. |
| StreamerMAINROOM | [D] | changes volume of certain layers. |
There are 2 spatial events, Streamer_Spatial_Server_A and Streamer_Spatial_Server_B, these play those lil server chirps that sync with the track
Training
Ambience: Training_Amb_V2
| Parameter Name | Type | Description |
|---|
| AmbSwitch | [D] | If AmbSwitch > 0, the sound becomes muffled |
Music: None available.
Valley
Ambience: Valley_Amb_V2
| Parameter Name | Type | Description |
|---|
| ValleyAmbBUNKER | [S] | |
| ValleyAmbEXT | [S] | |
| ValleyAmbINT | [S] | Ambswitch > 1 muffles this layer. |
Music: Main_Valley_Timeline_V2
| Parameter Name | Type | Description |
|---|
| ValleyAmbBUNKER | [D] | transitions to bunker section |
| ValleyMusicBUNKERDEEP | [D] | plays disturbing bunker layer |