Event Setup

Last updated: April 3, 2026


Parameters

Parameters in FMOD Studio are variables that control how an event behaves during playback. They can drive changes in volume, pitch, filters, instrument playback, or event logic — making sounds dynamic and responsive rather than static.

Each parameter has a name, a range of values, and a type. During gameplay, your code can set or adjust these values, or they can be driven automatically by game states, distance, velocity, or other inputs.

Parameters are the main bridge between the game and the sound design. They let audio react directly to gameplay, giving you fine-grained, real-time control over how sound evolves.

You can use existing parameters or create your own presets. To view existing parameters, go to Window > Preset Browser or press Ctrl+8 to open the Preset Browser.

Adding Parameters

To add a custom parameter, click New Parameter or press Ctrl+P. This opens the Add Parameter dialog.

Field Description
Parameter Type Defines what kind of values the parameter accepts (see types below)
Parameter Name A unique, self-explanatory identifier
Range Minimum and maximum values
Labels Names for each label, if using a Labeled type
Initial Value The default value when the event starts
Parameter Scope Local (separate per instance) or Global (shared across all instances)

Parameter Types:

Type Description
User: Continuous Float values for smooth, gradual changes
User: Discrete Integer values for stepped states
User: Labeled String values for named categories
Built-in: Distance Listener–emitter distance
Built-in: Distance (Normalized) Distance scaled 0–1 by min/max
Built-in: Direction Horizontal angle relative to listener facing
Built-in: Elevation Vertical angle relative to listener
Built-in: Event Cone Angle Emitter’s facing direction relative to the listener
Built-in: Event Orientation Difference in facing between listener and emitter
Built-in: Speed (Relative) Emitter speed relative to listener
Built-in: Speed (Absolute) World-space emitter speed

Additional options in the dialog:

Option Description
Exposed recursively via event instrument Makes the parameter accessible through nested event instruments
Read-only The parameter can be monitored but not modified
Hold value during playback Local held parameters can only be set before an event starts or when it is stopped/paused. Global held parameters cannot be changed by the game at all.

Global Parameters

Global parameters are project-wide variables that exist once, affect any event that references them, and can be read or modified from anywhere.

Name Type Range / Default Description
ArenaIntensity Discrete 1–3, default: 1 Number of people in the arena audience. 1 = Low, 2 = Medium, 3 = High
CampaignCameraHeight Continuous 0.0–1000.0, default: 0.0 Camera distance above campaign terrain
Daytime Continuous 0.0–24.0, default: 12.0 Time of day in 24-hour format
MissionCombatMode Labeled default: False True = Scene is in combat, False = Scene is non-combat
MissionCulture Labeled default: None Culture assigned to the scene: None, Aserai, Battania, Empire, Khuzait, Sturgia, Vlandia, Nord (War Sails DLC), Outlaw, Reserved A, Reserved B
MissionProsperity Labeled default: None Prosperity level: None (e.g. Hideouts), Low, Medium, High
Rainfall Continuous 0.0–1.0, default: 0.0 Rain presence and intensity. 0.0 = no rain
SceneType Labeled default: Exterior Exterior = Outdoor scene, Interior = Indoor scene
Season Labeled default: Summer Summer, Fall, Winter, Spring
SlowMotionMode Labeled default: False False = Normal speed, True = Slow motion enabled
SoundPreset Labeled default: Speakers Audio output profile: Speakers, Headphones, TV, Night Mode
WaveHeight Continuous −10.0–10.0, default: −10.0 Vertical height of waves
WaveStrength Continuous 0.0–10.0, default: 0.0 Intensity of wave motion
WindStrength Continuous 0.0–10.0, default: 0.0 Intensity of wind

Local Parameters

Local parameters belong to a specific event instance. Each instance keeps its own value and changes don’t affect any other event.

Name Type Range / Default Description
agent_state Labeled default: nothing Awareness level of agents during stealth missions. nothing = unaware, neutral = briefly noticed, cautious = detected signs, super_cautious = actively searching, alarmed = located and alerted
Alert Distance Built-in: Distance 0.0–10.0 Distance at which mission alerts trigger relative to the player
Armor Type Continuous 0.0–0.5, default: 0.0 Armor worn by player/agent. 0.0–0.15 = Cloth, 0.15–0.25 = Leather, 0.25–0.35 = Chain mail, 0.35–0.5 = Plate mail
ArmySize Continuous 0.0–20.0, default: 0.0 Size of an army on the campaign map
battle_size Continuous 0.0–4.0, default: 0.0 Total troop count in a campaign map battle
Crowd Size Continuous 0.0–1000.0, default: 0.0 Number of troops gathered at a location
Depth Continuous 0.0–1.0, default: 0.0 Water depth
Direction Built-in: Direction −180.0–180.0 Angle between listener facing and line to emitter. 0 = in front, ±90 = to the side, ±180 = behind
Distance Ambient 20 Built-in: Distance 0.0–50.0 Distance of 3D ambient events within 50 m
Distance Campaign Node Built-in: Distance 0.0–30.0 Distance of 3D campaign node events within 30 m
Distance Combat 500 Built-in: Distance 0.0–500.0 Distance of combat sound events within 500 m
Distance Gallop 500 Built-in: Distance 0.0–500.0 Distance of mount gallop events within 500 m
Distance Horse Walk 35 Built-in: Distance 0.0–35.0 Distance of mount walking events within 35 m
Distance Human Walk 150 Built-in: Distance 0.0–150.0 Distance of human walking events within 150 m
Distance Impact 75 Built-in: Distance 0.0–75.0 Distance of impact events within 75 m
Distance Siege 500 Built-in: Distance 0.0–500.0 Distance of siege events within 500 m
Distance Siege Med 250 Built-in: Distance 0.0–250.0 Distance of siege events within 250 m
Distance Tavern Music Built-in: Distance 0.0–100.0 Distance of tavern/street music events within 100 m
Distance Voice Long Built-in: Distance 0.0–500.0 Distance of voice events within 500 m
Distance Built-in: Distance 0.0–80.0 Generic distance parameter (default 80 m)
Event Cone Angle Built-in: Event Cone Angle 0.0–180.0 How far the listener is from the emitter’s forward direction. 0 = directly in front, 90 = to the side, 180 = directly behind
Event Orientation Built-in: Event Orientation −180.0–180.0 Difference in facing between listener and emitter. 0 = same direction, ±90 = perpendicular, ±180 = opposite
Force Continuous 0.0–0.1, default: 0.57 Instant physical force applied to an object
ForceContinuous Continuous 0.0–1.0, default: 0.0 Continuous physical force applied to an object
impactModifier Continuous 0.0–0.6, default: 0.0 Defensive block modifier. 0.0 = None, 0.1 = Active block, 0.2 = Chamber block, 0.3 = Crush through
isMissile Continuous 0.0–1.0, default: 0.0 Whether the object is a projectile
isPlayer Continuous 0.0–1.0 Whether the agent is the player. 0.0 = NPC, 1.0 = Player
Loop Continuous 0.0–1.0, default: 0.0 Whether an event loops (music/video)
mpMusicSwitcher Continuous 0.0–1.0, default: 0.0 Multiplayer state music. 0.0 = Main menu, 1.0 = Loading state
Occlusion Continuous 0.0–1.0, default: 0.0 Degree of sound occlusion. 0.0 = None, 1.0 = Full
Size Continuous 0.0–1.0, default: 0.0 Mass of an object (affects water collision sounds)
Speed Built-in: Speed (Relative) 0.0–10.0 Relative speed of a game object
VibrationSend Continuous 0.0–1.0, default: 1.0 Intensity of controller vibration

War Sails Parameters

These parameters only exist in the War Sails DLC module and are not available without it.

Name Type Range / Default Description
Campaign Ship Damage Continuous 0.0–1.0, default: 0.0 Damage sustained by the player’s ship on the campaign map
RowingPower Continuous 0.0–500.0, default: 0 Collective force applied by oarsmen
RudderStress Continuous 0.0–1.0, default: 0.0 Stress applied to the ship’s rudder during maneuvering
SailRotation Continuous 0.0–1.0, default: 0.0 Rotation speed of the ship’s mast
ShipScrapingStatus Labeled default: NotScraping Scraping = Ship is scraping, NotScraping = No scraping
ShipSpeed Continuous 0.0–1.0, default: 0.0 Current speed of the ship
StormIntensity Continuous 0.0–2.0, default: 0.0 Storm intensity on the campaign map. 0.0 = Storm, 1.0 = Thunderstorm, 2.0 = Hurricane

Effects Presets

Effect presets are pre-configured DSP setups that cover common use cases without manual configuration from scratch. Instead of building every effect chain yourself, you can apply a preset — such as a compressor, EQ, or reverb — that comes with sensible defaults designed for a specific purpose.

Presets let you get immediate results and fine-tune from there. They speed up workflow, ensure consistency across the project, and give everyone a shared baseline for commonly used effects. You can also create your own custom presets, or modify the existing ones.

To browse presets, go to Window > Effect Presets or press Ctrl+8. In the Preset Browser, select the Effects tab to see all pre-configured presets currently used in Mount & Blade II: Bannerlord.

When adding a new preset, you have these options:

Option Description
New Effect Add a single DSP effect and configure it
New Send Add and configure a bus send
New Sidechain Add and configure a sidechain input
New Effect Chain Build a chain of multiple DSP effects and configure them together

Once a preset is created, give it a unique, self-explanatory name so it can be easily identified and reused across the project.

Effects Preset List

Name Type Driving Parameter(s)
Alert Nod Spatializer Spatializer
Alert Spatializer Spatializer Alert Distance
Ambient Arena Cheer Spatializer
Ambient Arena Spatializer Distance Ambient 20
Ambient Battle Gain Gain Distance Combat 500
Ambient Battle Spatializer
Ambient Big Spatializer
Ambient Doors Spatializer
Ambient Medium Spatializer
Ambient Small Spatializer
Animals Big Spatializer
Animals Small Spatializer
Bodyfall Spatializer Spatializer
Campaign Ambient ADSR Gain
Campaign Footsteps Spatializer
Campaign Node Spatializer
Combat Low Gain Gain Distance Combat 500
Combat Low Spatializer Spatializer
Combat Send Clean Send Distance Combat 500
Combat Send Distant Spatializer Distance Combat 500
Combat Spatializer Spatializer Distance Combat 500
Combat Swing Foley Spatializer
Foley Generic Distant Spatializer
Foley Generic Spatializer
Footstep Horse Send Clean with Direction Send Direction
Footstep Horse Send Clean Send Distance Gallop 500
Footstep Horse Send Distance Send Distance Gallop 500
Footstep Human Send Clean Send Distance Human Walk 150
Footstep Human Send Distant Send Distance Human Walk 150
Horse Gallop Gain Gain
Horse Gallop Spatializer Spatializer Distance Gallop 500
Horse Walk Gain with Direction Gain Direction
Horse Walk Gain Gain Distance Horse Walk 35
Horse Gallop Spatializer (Duplicate) Spatializer
Human Run Spatializer Spatializer
Human Sneak Spatializer
Human Walk Armor Spatializer
Human Walk Spatializer
Impact Material Gain Gain Distance Impact 75
Impact Material Spatializer Spatializer
isPlayer Send Foley Send isPlayer
isPlayer Send Send isPlayer
Physics Small Spatializer
Quad Ambient Rotator Panner Direction
Quad to Stereo Mix Channel Mix
Rainfall Gain Gain Rainfall
Siege Big Gain Clean Gain Distance Siege 500
Siege Big Gain Distant Gain Distance Siege 500
Siege Big Send Clean Send Distance Siege 500
Siege Big Send Distant Send Distance Siege 500
Siege Medium Spatializer Spatializer
Siege Move ADSR Gain
Siege-Big Spatializer Distance Siege 500
Siege-Big-Updated Spatializer Distance Siege 500
Siege-Medium Spatializer
Spatializer (Generic) Spatializer
Tavern Music Distancing Effect Chain SceneType
Vibration Combat High Send isPlayer
Vibration Combat Low Send isPlayer
Vibration Combat Med Send isPlayer
Vibration Gallops Send isPlayer
Vibration Notifications Send
Vibration Siege Big Send Distance Siege 500
Voice Horse Send Clean Send Distance Voice Long
Voice Horse Send Distance Send Distance Voice Long
Voice Long Clean Send Send Distance Voice Long
Voice Long Distance Send Send Distance Voice Long
Voice Long Spatializer Spatializer
Voice Short Clean Send Send Distance
Voice Short Distance Send Send Distance
Voice Short Spatializer Spatializer
Voice Tiny Spatializer Spatializer

Snapshots

Snapshots let you control the overall mix dynamically based on game states. If you’ve ever seen a digital mixing console where pressing a button moves all the faders to new positions at once — that’s exactly how FMOD snapshots work.

Adding Snapshots

To add a snapshot, open the Mixer window via Window > Mixer or press Ctrl+2. On the left side of the Mixer, switch to the Snapshots tab to see existing snapshots or create new ones.

Right-click on an empty space to create a new snapshot. You’ll be asked to choose between two types:

Type Description
Overriding Snapshot Takes full control of the affected mix properties, replacing existing values until released
Blending Snapshot Layers its changes on top of the current mix, combining with other active snapshots for smoother transitions

When multiple snapshots are active simultaneously, priority is determined by their position in the Priority List. Snapshots higher in the list take precedence over those below. For example, GameMinimized sits above CampaignMap in the priority list, meaning it overrides campaign map audio rules whenever the game is minimized.

When a snapshot is selected, the faders in the Mixer change color — this signals that any fader you adjust will only apply when that snapshot is active, not in the normal mix. The same applies to DSP effects and bus sends — for example, you can add a single algorithmic reverb to a return bus and adjust its properties per snapshot.

In the GameMinimized snapshot, all faders are set to −∞ dB, so that whenever the player minimizes the game window, every sound is muted. Once the snapshot goes out of scope, the faders automatically return to their original positions.

Snapshot Events

Snapshots can be triggered by code, but they can also be triggered by events — which is especially useful for reverb zones in a scene. For more on reverb zones, see the Scene Audio page.

To add a snapshot event, first create a timeline event (snapshot instruments cannot be placed in action events). Give the event a clear, descriptive name.

Right-click the track in the timeline where you want to place the snapshot instrument. If a snapshot already exists you’ll see it listed; otherwise you can create a new one. For reverb control, always use blending snapshots.

Once placed, the snapshot instrument appears on the track. You can drag the left and right edges of the instrument to add fade-in and fade-out handles, which smooth the transition into and out of the snapshot.


User Properties

Events in FMOD Studio can carry User Properties — custom variables you define to pass extra information to the game. These act as metadata markers, letting the game code check for them and apply special handling when needed.

Every User Property has a name and a value. The name is always a string (letters and/or numbers). The value is interpreted automatically: if it’s purely numeric, it’s treated as a floating-point number; if it contains any non-numeric characters, it’s treated as a string.

This system lets sound designers embed flexible, game-relevant data directly inside events, reducing the need for programmers to hard-code rules. User Properties are defined in the event’s deck area in FMOD Studio — each row has a name field and a value field.

Property Description
isQuad Used for ambient sounds. When set to True, the system will use the quadraphonic version of the ambient instead of the stereo fallback. A matching quad setup must exist before enabling this. See Quadraphonic Ambients.
Pausable Used by the event-based pausing system. Default is True. Set to False for persistent events such as ambiences or music that should not be paused.
priorityMultiplier Adjusts the relative priority of an event within the priority system — raising or lowering its likelihood of being culled. See Priority System.
maxLength Prevents build errors for timeline events without a timeline or instrument. Defines a duration so FMOD has the necessary length data without a timeline track. Not needed for Action events.
battle_ambient_group_id Assigns an event to a specific group in the Battle Ambient Sound System (BASS), allowing events to be managed and optimized collectively. See Battle Ambient Sound System.
customMaxDistance Overrides the default maximum audible distance of a 3D event.
ignoreMaxDistance Ignores the maximum distance restriction of a 3D event. Accepts 0 (False) or 1 (True).