Making Audio for a Godot Project in FMOD
2025-11-12 , Iberico

As the last of the "big 3" engines still lacking an officially-supported FMOD integration plugin, Godot offers a unique working environment for sound designers and composers utilizing FMOD. In this talk, I would like to explore the advantages and disadvantages this presented when making music and SFX as a one-man audio department for the roguelike deckbuilder on a grid - Fogpiercer.


This talk is primarily aimed at sound designers and composers looking to work on a Godot project in FMOD. In addition to this, the talk can also be informative for solo devs and programmers, since it also discusses topics of implementation.

In this talk, I will go over the following:
- what is FMOD (very brief overview)
- why and when Godot native audio vs FMOD (team composition and size, game genre)
- unique considerations for Fogpiercer
- unique considerations with a 3rd party plugin
- technical limitations we encountered
- our approach to utilizing FMOD

Peter Havran is an audio specialist and FMOD integration expert, working as a one-man audio department for the roguelike deckbuilder Fogpiercer. With extensive experience in both Godot’s native audio system and FMOD middleware, Peter brings unique insights into the advantages and disadvantages of using FMOD with Godot Engine.

As one of the few sound designers and composers working with FMOD in Godot projects, Peter has navigated the challenges of integrating third-party audio middleware with the engine. His work on Fogpiercer has involved creating both music and sound effects using FMOD, while working within the constraints of Godot’s audio architecture.