FMOD TECH DEMO

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Audio case file · Composition, Implementation · 2026 · GAME AUDIO

Dark-fantasy boss fight audio system scored with adaptive music and gameplay-driven FMOD parameters.

Facts

Case file

Demo Overview

This demo presents a three-phase boss fight driven entirely by FMOD audio parameters. The boss advances through phases A, B, and C as its health drops, but the system also handles health recovery, allowing transitions in any direction between any phase.

Two parallel events branch from the main fight:

At the end of each special event, the system evaluates which loop to resume, so the music never desyncs from the fight state regardless of what the player does.

Technical Implementation

The project was built in the classic FMOD Studio desktop editor but also implemented with the FMOD Studio Web API, making the full dynamic system testable in a browser without a native game build. Phase transitions, event branches, and return conditions are all mapped through FMOD parameters for clean, predictable behaviour.

Result

A complete adaptive boss pipeline — composition, bank export, runtime loading, event playback, and parameter control — running in the browser and responsive to any player-driven fight state.

The individual musical phases are collected on the Genesis soundtrack page.

Notes

Links


Interactive version : /en/#project/fmod-boss-showcase · Home · Projects · Bio · Version française

Contact : contact@kowskii.com · Résumé (PDF)

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