Home Reference - FMOD Parameters
Post
Cancel

Reference - FMOD Parameters

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 NameTypeDescription
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 NameTypeDescription
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 NameTypeDescription
BeachfrontAmbHOUSE[D]House ambience
BeachfrontAmbHOUSEDEEP[D]Deeper house ambience
BeachfrontAmbOUT[D]Outside ambience

Music: Main_Beachfront_Timeline

Parameter NameTypeDescription
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
EndLoopAmbswitch Controlled0-1 Outside non-looping, 1-9 Is inside looping
  1. Timeline will continue to play initial guitar chords until BeachfrontHOUSEENTER == 1
  2. Timeline will continue to play muted bass hits until combat is entered
  3. Timeline will loop a combat section as long as the player stays in combat
  4. Timeline will eventually transition to a post combat loop until BeachfrontATTICENTER == 1
  5. 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 NameTypeDescription
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 NameTypeDescription
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 NameTypeDescription
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 NameTypeDescription
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 NameTypeDescription
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 NameTypeDescription
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 NameTypeDescription
DataCenter Entered 1[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 NameTypeDescription
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 NameTypeDescription
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 NameTypeDescription
FarmAmbCELLAR[D] 
FarmAmbCHURCH[D] 
FarmAmbGRHOUSE[D] 
FarmAmbHOUSE[D] 
FarmAmbOUT[D] 
FarmAmbOUTCOVER[D]Muffles exterior ambience
FarmAmbSTAIRS[D] 
FarmAmbWOODS[D] 

Music: Main_Farm_Timeline

Parameter NameTypeDescription
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

  1. 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.
  2. Once FarmMusicENTRY == 1, a large drum hit will play, and the timeline will continue.
  3. Using the assorted drone parameters, different layers can come in and out
  4. 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.
  5. To control the drum speed, set FarmMusicCHURCHDRUMSPEED to 0 for slow or 1 for faster
  6. To continue the timeline past the church section and fire the spooky stinger, set FarmMusicTREE to 1.
  7. 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 NameTypeDescription
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 NameTypeDescription
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 NameTypeDescription
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 NameTypeDescription
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 NameTypeDescription
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 NameTypeDescription
ImporterMusicINSIDE[D]transitions the music to the inside sections
ImporterMusicILLEGALACTIVITYSEEN[S]triggers certain lead lines to come in

Meth

Ambience: Meth_Amb_V2

Parameter NameTypeDescription
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 NameTypeDescription
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 NameTypeDescription
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 NameTypeDescription
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 NameTypeDescription
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 NameTypeDescription
AmbSwitch[D]controls the ambience on this map. 0 = exterior, 1 = interior.

Music: Main_Ridgeline_Timeline

Parameter NameTypeDescription
AmbSwitch[D]1.5 = triggers basement section
RidgelineTOINT[D]plays inside layers

Sins

Ambience: Sins_Amb

Parameter NameTypeDescription
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 NameTypeDescription
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 NameTypeDescription
StationAmbBASEMENT[D] 
StationAmbBASEMENTBIG[D] 
StationAmbHONOUR[D] 
StationAmbIN[D] 
StationAmbOFFICE[D] 
StationAmbOFFICE2[D] 
StationAmbOUT[D] 
StationAmbRANGE[D] 
StationAmbROSTER[D] 

Music: Main_Station_Timeline

Parameter NameTypeDescription
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 NameTypeDescription
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 NameTypeDescription
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 NameTypeDescription
AmbSwitch[D]If AmbSwitch > 0, the sound becomes muffled

Music: None available.

Valley

Ambience: Valley_Amb_V2

Parameter NameTypeDescription
ValleyAmbBUNKER[S] 
ValleyAmbEXT[S] 
ValleyAmbINT[S]Ambswitch > 1 muffles this layer.

Music: Main_Valley_Timeline_V2

Parameter NameTypeDescription
ValleyAmbBUNKER[D]transitions to bunker section
ValleyMusicBUNKERDEEP[D]plays disturbing bunker layer
  1. The space is part of the name and not a typo. 

This post is licensed under CC BY 4.0 by the author.