FTVO integrates with FMOD Studio using a lightweight JavaScript importer.
This workflow is currently a manual FMOD script import workflow. It is not a live push connection like the Unreal, Unity, or Wwise integrations. FTVO exports a data file, FMOD reloads the scripts, then the FMOD importer reads that data and imports the audio assets into the FMOD Assets browser.
The importer can create locale-aware asset folders such as:
VO/EN/...
VO/FR/...
VO/ES/...
Download the FMOD JavaScript importer from your Frostune Library:
You should have:
FTVO_FMOD_Importer.js
This is the reusable FMOD-side importer script.
Locate your FMOD Studio project folder. This is the folder that contains your .fspro file.
If it does not already exist, create a folder named:
Scripts
Place this file inside the Scripts folder:
FTVO_FMOD_Importer.js
Example structure:
YourFMODProject/
YourProject.fspro
Scripts/
FTVO_FMOD_Importer.js
In FTVO:
FMOD (JS Data)
Scripts folder.The generated file is:
ImportFrostuneManifest_DATA.js
Your FMOD project should now look like this:
YourFMODProject/
YourProject.fspro
Scripts/
FTVO_FMOD_Importer.js
ImportFrostuneManifest_DATA.js
Open your FMOD Studio project.
Go to the top menu:
Scripts → Reload
After reload, you should see a new menu entry:
FTVO - Import Narrative Content
Important: FMOD does not always detect that
ImportFrostuneManifest_DATA.jshas changed while the project is already open.
After exporting a new FTVO data file, use Scripts → Reload before running the importer again.
If FMOD still appears to use old data, close and reopen the FMOD project, then reload scripts again.
In FMOD Studio, open the Scripts menu and select:
FTVO - Import Narrative Content
The script will automatically:
ImportFrostuneManifest_DATA.jsImported assets appear in the Assets browser, usually under:
Assets > VO > EN > ...
Assets > VO > FR > ...
The imported files may appear under FMOD’s #unimported category until they are assigned to Events or used in your FMOD project structure.
When your FTVO dialogue or audio changes:
FMOD (JS Data)
<Your FMOD Project>/Scripts/ImportFrostuneManifest_DATA.js
Scripts → Reload
Scripts → FTVO - Import Narrative Content
This lets FMOD read the latest FTVO data file.
The FMOD JS Data export can include all enabled FTVO locales.
For example, if your FTVO project has English and French enabled, the importer can create:
Assets > VO > EN > ...
Assets > VO > FR > ...
This keeps language folders separated inside FMOD’s Assets browser.
For now, this is a file-based localization workflow. It is designed to help organize localized VO assets in FMOD, but it does not automatically create FMOD Programmer Instruments or localized audio tables.
[FrostuneFMOD] MANIFEST_ITEMS is empty. Make sure ImportFrostuneManifest_DATA.js is loaded.
No destructive operation occurs when the manifest is missing.
Check that this file exists:
<Your FMOD Project>/Scripts/FTVO_Importer_FMOD.js
Then run:
Scripts → Reload
If it still does not appear, close and reopen the FMOD project.
Check that this file exists beside the importer:
<Your FMOD Project>/Scripts/ImportFrostuneManifest_DATA.js
Then run:
Scripts → Reload
After reloading, run:
Scripts → FTVO - Import Narrative Content
FMOD may still have the previous JavaScript data loaded in memory.
Do this:
Scripts → Reload
Then run the importer again.
If FMOD still appears stale, close and reopen the FMOD project and reload scripts once more.
SkippedExistsThis is expected when the files already exist in the FMOD project.
Example:
Imported=0 SkippedExists=12
This means the importer found the assets and skipped re-importing them safely.