It depends on what you want to do.
With just FMOD Studio, you can build complex events with parameter-driven effects, detailed internal signal routing, randomised elements, and internal trigger logic of a variety of different flavours. You can also mix your project, devise snapshots and sidechains to alter how it behaves under particular circumstances, and ...
My understanding is that when an event is called all of the associated sound defs will also be loaded. The data then sticks around until you call freeEventData.
firstname.lastname@example.org will typically reply to this kind of technical question pretty promptly.
It very much depends on your point of view when developing the audio for a AAA game.
From a programmers point of view then yes the additional middle-ware could very well be rendered obsolete in terms of simply implementing sounds into the game or scripting things.
However when mixing and implementing audio it is of great benefit to minimize the amount of ...
Well, it's not exactly a trick, but it could be useful: If you create pregenerated segments of a chiptune, you could use FMOD's interactive music system to stitch them together in different ways at run-time based on in-game events. You could even do this down to the note-by-note level, but I suspect that that would be much more labour than it would be worth.
I answered your #gameaudio tweet with a link to Stephan Schutze. But if I understand you correctly after Miles B question then you don't want to implement pre-made 8-bit sfx, you wonder if FMOD can create them for you?
(Based on how you phrased your question, I assume you're talking about FMOD Designer, rather than FMOD Ex.)
Long story short, the music system is better for music... unless you want to do something complicated.
The music system is much more efficient resource-wise than the event system could ever hope to be, and it's specifically designed for sample-...
FMod Sandbox is great when you're auditioning. Also, there's a tool named "Audition 3D" at Tools menu of FMod.
Both are great whn you need quick Auditioning.
Also, FMod has Network Auditioning tool which able to connect another device (Like XBOX) and recieve it's current audio with their exact parameters.
I also remember from my early years with the framework up until now, they never got ...