# FMOD TECH DEMO [Home](/en/) · [Projects](/en/projects/) · [Bio](/en/bio/) · [Version française](/project/fmod-boss-showcase/) **Audio case file · Composition, Implementation · 2026 · GAME AUDIO** > Dark-fantasy boss fight audio system scored with adaptive music and gameplay-driven FMOD parameters. ## Facts - **Roles**: Composition, Implementation - **Year**: 2026 - **Engine**: Web - **Middleware**: FMOD - **Team**: Solo - **Platform**: Browser demo - **Timeline**: School project - **Status**: Completed ## Case file - **Outcome**: An adaptive boss-fight music system built in FMOD Studio, with a browser demo for controlling gameplay parameters. ## 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: - **Flash Mob:** a horde of enemies spawns between phases — the fight can't progress until all are cleared. - **Special Mode:** a temporary power-up the player can activate for 30 seconds before the audio returns to the appropriate loop. 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](/en/project/genesis-fmod-demo/). ## Notes - Any phase, any order: The boss can move between phases A, B, and C in any direction — even regaining health — without desyncing the music. - Events that interrupt the flow: Flash mob hordes and temporary power-ups cut the main phase — the system picks which loop resumes after each special event. - From desktop to browser: Built in FMOD Studio desktop, then wired into the FMOD Web API so the full dynamic system runs in a browser without a native build. ## Links - [Try Interactive Demo](#fmod-boss) - [Download FMOD Source](https://drive.google.com/file/d/1kgkZ3VlRkiE_1NIYSUuTSrf43hViifxg/view?usp=sharing) - [Watch Demo](https://youtu.be/dXkrb0iK0wM?si=ZK8lNY4IzBlz_ZuP) - [HD video](https://youtu.be/dXkrb0iK0wM?si=ZK8lNY4IzBlz_ZuP) --- Interactive version : [/en/#project/fmod-boss-showcase](/en/#project/fmod-boss-showcase) · [Home](/en/) · [Projects](/en/projects/) · [Bio](/en/bio/) · [Version française](/project/fmod-boss-showcase/) Contact : [contact@kowskii.com](mailto:contact@kowskii.com) · [Résumé (PDF)](/documents/CV_ArthurCroqueboisKowskii.pdf) [X](https://x.com/kforkowskii) · [LinkedIn](https://www.linkedin.com/in/arthur-kowskii-croquebois-30083b1b3/) · [GitHub](https://github.com/arthurkowskii) · [Bluesky](https://bsky.app/profile/kforkowskii.bsky.social) · [Instagram](https://www.instagram.com/kforkowskii/)