Does anyone know of a way or if it's possible to remove all the audio files that are added into the data elements in Fusion? I'm remixing my OST and plan on running all the tracks and sound effects/voice overs/ basically all audio through my DAW to get all the levels set correctly and would like to have a clean slate to work with if possible to make things more neat and organized when i import it all back into my game.
How to remove all audio files from a project
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A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.
Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!
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Not sure of a way to outright remove the audio, but there is a way to mass-export all files. Click the first audio file in data elements, scroll to the bottom, hold shift and left click the last file, then "Extract."
As far as replacing the audio files, as far as I know when your audio is saved to Data Elements, this must be done one-by-one. This is what I had to do for my project for nearly 1,000 audio files. I put in a feature request to mass-import/overwrite, but not sure if Yves saw it, thinks it's possible, worth the time, etc.
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Thanks man, i was afraid of that lol. I guess the "smart" thing to do would be to just extract all the sound effect audio, edit it, then replace it all....one by one....oh boy..lol
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My next game will have all audio loaded externally, so that if I need to revise a sound effect/music file, I don't have to do it one-by-one again. I understand a mass-import could be problematic if filenames are different, but wish there was an option nonetheless.
Not sure what DAW you use (I'm a Reaper guy), but I'd encourage you to look into Audacity's macro capabilities that may make quick work of any repetitive processing. For example, I created a macro that normalized all (again, nearly 1,000) audio files to -12dbfs to give more headroom for multiple files to play simultaneously. Had I loaded audio externally, I'd have been done right when Audacity finished the macro, but instead, I had to replace each file one-by-one...
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Im a Reaper guy as well, since like 08/09 lol. Man, this is gonna SUCK. I've got all the audio adjusted, now for the fun of putting it all back in Fusion...
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It might be a bit of extra work (and might not be suitable depending on your needs) but I find using the 'play sample file from location' (using the expression editor to point to the filepath)more manageable for me than directly importing the sound file - means if you need to make any changes to the soundfile you don't need to change anything directly in Fusion
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Does anyone know of a way or if it's possible to remove all the audio files that are added into the data elements in Fusion?
You cannot remove from Data Elements, directly, only things like export and replace like mentioned above
Though, you can filter out events related to the sound object from the event editor, and from there it will show you all events that reference actions, conditions and/or expressions related to sound, this way you can delete any actions that play a samplemarbenx mentioned a good way to handle sounds later on, but I will also recommend having one place in your game, like a group in global events or something like that, that contains everything related to sounds in your game
But how do you play a sound? do calls, like running a fastloop 1 time as instant trigger, or use timer events, on the check, you play the sample, this way you have all your sound related stuff in one place making it easy to modify and expand on laterFor example, when clicking a button in your game, you can run a fastloop like "Button.Clicked"And in this loop, you play the sample related to button clicking
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marbenx I'll definitely be trying that out in the future. Since the game is currently in the "official" beta testing stage, it's a bit too far now or would take way too long to go that route at this point. But definitely something to consider for future projects!
Linky Seems like the cold hard reality at this point lol. I have my sounds triggered by sprite animations. This goes for all enemies and for characters. I do have the audio linked to a "Main Volume" global value that can be adjusted by the players and is part of the .ini save file. I was really hoping there was something i was missing inside of fusion that would let me remove these elements but, here we are lol. At this point, the main things that could benefit from being replaced would be the remixed OST that i just wrapped up yesterday. As for all the sound effects, it's looking like the only "fast" way to do this will be to go into the code that triggers the sfx and just adjust the volume there. I figured out a slick way of keeping it manageable by taking the volume of any given sfx, and set an event that subtracts it by -20 for instance, from the global value of Main Volume. Not the most robust method by any stretch lol, but it seemed to work, so i may end up going that route. Thanks all for the feedback!
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As for all the sound effects, it's looking like the only "fast" way to do this will be to go into the code that triggers the sfx and just adjust the volume there. I figured out a slick way of keeping it manageable by taking the volume of any given sfx, and set an event that subtracts it by -20 for instance, from the global value of Main Volume. Not the most robust method by any stretch lol, but it seemed to work, so i may end up going that route.
I'd strongly encourage you to take the time to swap out remastered/normalized audio in Data Elements in lieu of additional events to adjust volume for each specific sample. It's much cleaner and doesn't require any additional code to run when the sound is playing.
Here's the process I used. It still took time manually swapping out, but if organized it's not all that bad.
- Select all samples and extract from Fusion to your chosen file path.
- Perform all your remastering/normalization via a macro in Audacity.
- Run all audio files through a batch file renamer program to add something to the file name so you know it is the new file as you swap them out. I added "_revised" to the end of the file name.
- Use Excel to import the entire list of audio files and make the data a table with filters.
- Sort alphabetically and work in chunks one letter at a time.
- Use your keyboard in Data Elements to jump to the letter you're working on, saves a lot of time scrolling.
- Make your swap for the new file.
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