fmod-bank-build
Skill4 starsChanged 55 days agoMITView on GitHub
用 FMOD Studio / fmodstudiocl 做工程诊断、Bank 构建与 GUID 导出。触发:FMOD、Bank、音频中间件、fmodstudiocl、声音打包。
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Files
FMOD Bank 怎么构建
何时用
- 开放世界默认音频中间件是 FMOD(不是把 DAW 当运行时)
- 需要可重复的 Bank 构建与 GUID 导出,而不是只开 GUI
主路径
1. 确认宿主与工程
- 读
fmod-cli.status(或fmod-studio若仅 TCP):确认fmodstudiocl.exe与 Studio 路径在${HARNESS_APPS}\Audio\FMOD\。 fmod-cli.list_projects找到目标.fspro;没有则在_mcp-projects建工程约定目录。- 人机:事件/混音仍在 Studio GUI 编辑;CLI 不替代做声。
- 需要实时遥控 Studio 时再开
fmod-studio(宿主要听 3664);CLI 构建不依赖该 TCP。 - 核对平台名与银行名与游戏工程约定表一致。
2. 诊断
- 跑
fmod-cli.diagnostic(project)。 - 退出码非 0:把 stderr 尾部写进产物;修工程后再构建。
- 警告策略:是否
-ignore-warnings必须书面记录。 - 完成信号:diagnostic 干净或豁免单齐。
3. 构建 Bank
fmod-cli.build_banks(project, banks?, platforms?=Desktop, export_guids?)。- 指定银行/平台,避免全量误构建。
fmod-cli.list_bank_outputs核.bankmtime/体积。- 需要 GUID 文本时
export_guids。 - 脚本化批量改工程用
run_script(JS),先在副本工程试。 - 完成信号:目标 bank 齐、guid 齐、日志可回放。
4. 交接引擎
- Bank 拷贝到引擎约定内容目录(只进隔离根或地图里的正式面;不写第三方插件根)。
import-validate/gamedev-mcp抽事件可播。- 失败回 FMOD 工程,不在引擎里硬改 bank。
完成勾选
- diagnostic 通过或豁免
- 目标平台 bank 已构建且 mtime 新
- guid 导出(若需要)
- 引擎抽事件可闻/可触发
- 人机编辑边界写进交接
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