Using SoundMaker Player

Setting paths for FPKs

The paths for FPKs can be added/edited from the Editor or the Player. On the Editor side, follow these steps:

  1. Select the "Panels" dropdown in the Editor.
  2. Select the "FPKs" panel from the dropdown.
  3. Check if the path exists in the list. If it does not, click the "Add..." button and select the directory where the FPK was exported.

Once the path has been added, you can select it, and you will be able to see all the FPKs that are present in that directory in the list below, titled "FPKs".

Loading an FPK

To load an FPK,follow these steps:

  1. Locate the "Browse" button positioned beneath the SoundMaker logo, and click it.
  2. Within the “FPK Source Folders” section, you should see all the directories you previously included in the Editor. If your directories are not visible at this point, you can click “Edit Sources” and paths to your directories that hold the FPK. 
  3. On the selection of a particular directory, you'll be able to see all the FPKs located within in. 
  4. From this list, select the desired FPK, then proceed to click the button marked "Load FPK".
  5. If at this stage, you don’t see your FPK, click “Edit Sources” to make sure that the correct path is added. After this, the process to add/edit paths is similar to the Editor, so please refer to section 2.4.1.
  6. Your selected FPK is now loaded and ready for use.

Triggering Events

VST

To trigger a SoundMaker event using MIDI, follow these steps: 

  1. Select an event under the “Events” list. 
  2. The selected event will now trigger based on the MIDI input. 
  3. Middle C will play the audio at the original pitch, and any note above/below would be transposed accordingly.

Unity

Access audio object attached to the component

Fabric.Player.FabricAudioObject audioObject = gameObject.GetComponent<Fabric.Player.FabricAudioObject>();
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Post an event

Fabric.Player.API.PostEvent(Fabric.Player.FabricPlayer.Instance.fabricPlayerInstanceId, fpkID, "Event name", Fabric.Native.EventAction.PlaySound, audioObject.ID);
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