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How do I properly implement FMOD builds into my project?
I am working on a project and my Audio guy is doing most of his stuff in FMOD. I would like to know how I can properly implement the FMOD builds he gives me into Unity. Any suggestions or references would be greatly appreciated since FMOD is brand new to us. Thank you!
Answer by archonic_josh · Nov 01, 2011 at 10:49 PM
Download FMOD Designer 4.28 from here: http://www.fmod.org/index.php/download/find/designer It opened my .fdp from a more recent version of FMOD Designer with relatively little trouble.
Download the plugin and example from here (for version 4.26): http://www.squaretangle.com/FMODUnity.html Only the FMOD build files are provided in the example so I was left with some unknowns about what group and event to get within my own FMOD build.
Which is why you should take a look at slides 45 and 46 here to know what you're doing: http://cse.spsu.edu/jchastin/courses/cgdd4603/lectures/fmod.pptx This also has some useful interactive music and event code snippets and theory info.
Let me know how you fared!
UPDATE for 2014
FMOD themselves have published Unity integration complete with documentation (yay!). Check it out here: http://www.fmod.org/download/#StudioUnityDownloads
hi
i tried this out, and it seemed to be working until i found out that the spawning of new sounds in a sound def doesn't work when your primary parameter stays at one value. each time you change the value of your primary parameter, it results in triggering new spawn for all the oneshots...
could you be so kind and tell me if you have had this issue as well?
i was so excited in the first place when i thought i could be using the cool random-parameters of fmod in unity, so it was really dissappointing to find out that i seemed to be wrong.
any advise at all would be much appreciated.
regards søren
That answer is over a year old and Square Tangle has since updated. Why would there be parameters in one shot events? One shot events should be separate from anything that has a parameter as far as I know.
i tried with the newest version of fmod designer, unity and the squaretangle plugin - without luck.
if a oneshot event is set to a spawntime more than 0, it will generate a new sound each time the defined spawntime interval has passed. if you then set the spawntime $$anonymous$$imum and maximum at different values, the spawntime will be random inside that distance. so in this way it becomes a constant kind-of loop that spawns new sounds from a sound def as long as the primary parameter in fmod (the one that controls wether a sound is active or not) is inside the specific sounds area in the layer.
this is the really really cool part about fmod, and it would take me weeks to do the same in c# in unity.. plus i get to use all the filters and effects from fmod.
so yes, it makes much sense to use parameters with one shots. i could eg have a parameter named TimeOfDay, and this parameter could control my spawn intensity of a sound def containing dog sounds.
I hope you get the idea :-) Any kind of help (or ideas to other ways of acheiving this) would be much appreciated.
Søren
I think what you're calling a one shot event is actually a simple event. There's a playlist with your sounds, assorted parameters under playlist behaviour but then there's playback mode. Is playback set to "oneshot"?
I might have been using the wrong words to explain myself here.
It's a multitrack event (I'm pretty sure it has to be in order for random-spawning of several different sound sources to work), and when i add a new sound to my layer, I choose "oneshot" under "Loop mode".
if I made this in a simple event, I wouldn't (as far as I'm aware) be able to have different control-parameters hooked up on spawn intensity, volume etc. It would just be a simple randomized looping without any effects.
do you see what I mean? perhaps I'm not expressing myself very clearly, I'm sorry.
Answer by Graham-Dunnett · Jul 19, 2011 at 09:34 AM
Unity already has FMOD intetgrated. All you need do is add your music and audio clips into Unity, and use script to control what is playing and when. If you are building a standalone application and what to completely replace the Unity FMOD integration with your own, then you will want to look at plugins, which allow game script to call into your DLLs, which I imagine you'd do to wrap FMOD.
From what I understand, the version of F$$anonymous$$OD that is currently built into Unity 3.3 is a very bare bones version of F$$anonymous$$OD. $$anonymous$$y audio guy is using the full, bonified version which allows you to not only set up your sound bank, but to tell the sounds how and when to react to different situations (i.e. build up when there are more than 3 enemies around etc.). Once he has all of his audio working and reacting correctly within F$$anonymous$$OD, he gives me a build. This build supposedly has two files that I need; 1 with just the raw audio files, and one with the information to modify these files. I would like to find out how exactly I am suppose to integrate this build into our Unity project. If I am off base here, please let me know. Otherwise, any information or references would be very much appreciated. Thanks.
I could use an answer to this as well. I have yet to get an engine event of my own build working - I believe it's a fev version issue and I can't find F$$anonymous$$OD Designer v4.26 to get working with this http://www.squaretangle.com/F$$anonymous$$ODUnity.html
I'll also need to do interactive music, explosions, footsteps and dialogue. I'll report back here if I get things working.
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