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Turning off FMOD
Hi everyone,
Is there a way to turn off Unity's built-in audio engine (FMOD)? I'm working on integrating SuperCollider -- a highly capable audio engine from the fields of electronic music and sound design -- into the Unity workflow, and it has a conflict with FMOD when it tries to acquire access to the audio hardware. This issue is really hampering the project's progress. ;)
If this is not currently possible I would like to know if this could be an option in the near future.
Sounds interesting, maybe some more details on why you want to turn F$$anonymous$$OD off would help push the question along.
Here's a thread with some more info: http://forum.unity3d.com/viewtopic.php?t=43948
SuperCollider is an audio engine originally from the world of electronic music and sound design. It has a server side, which is a lean mean audio synthesis and processing application which is just way more powerful than F$$anonymous$$OD or Wwise. It also has a client, which lets you use an object oriented language to instruct the server on how to process sound. The thing is: You can talk to the synthesis server from any app, even Unity!
With SuperCollider, sound and music are brought up to Shader $$anonymous$$odel 4 capabilties.
BTW. What are you trying to accomplish? $$anonymous$$aybe it is already possible in Unity.
Thanks for getting back to me, and thanks for passing me that link! Somehow I had missed that thread.. Anyway, much like those guys have been working on a framework that combined the power of $$anonymous$$ax/$$anonymous$$SP with Unity, I want to combine SuperCollider with Unity. I've chosen supercollider because I think it maps better onto a game engine: it has raw power, the ability to run as a lean-mean efficient server without a GUI, and an expressive client side program$$anonymous$$g language. I want in-game real-time sound synthesis and digital signal processing, something which unity does not provide out of the box.
I actually want to integrate SuperCollider into the game engine to a point where you can press Build, and out comes a published game that uses supercollider for sound, but in a manner that is trivial and opaque for the end-user. I don't want them to have to bother with a manual supercollider installation, I don't want them to even be aware that there is a new sound engine running under the hood. :) Not being able to turn off F$$anonymous$$OD makes this kind of integration impossible.
UT have replied to my email: It will not be possible for quite some time. No matter, I still have plenty of work to do. :)
Answer by Nicolaj Schweitz · Apr 27, 2010 at 05:33 PM
nice! I know of some guys that hooked up Max/MSP with Unity. There's also a thread on that in the forum: http://forum.unity3d.com/viewtopic.php?t=5291 . Maybe you can use some the code from that thread. Please post an update if you get it to work.
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