A Tutorial Look at the Unity-FMOD Example Code
A Look at the FMOD Example Code: Lately, I’ve been working through drafts of how to best write code modifying parameters in FMOD through Unity C# code, but, honestly, I’m way out of practice and I still don’t have the best answer yet. To re-familiarize myself, I wrote this up for some of the folks who have been emailing me about how to work with Parameters in code. I suspect that many of those questions have to do with not completely understanding some of the best coding practices with FMOD so I wrote this up using the included FMOD Tutorial file. It is a heavily commented, re-organized and restructured version of the FMOD StudioEventEmitter.cs document which is imported into your project as part of the Unity-FMOD Integration package found on the FMOD website. Please forgive any formatting errors – I tried to pretty-ify this as much as possible to ease in readability, but I’m painfully aware that other desktop monitors might display this differently. In any case, without further ado here is the FMOD Example Code, re-structured and described in detail:
How to Integrate Wwise into Unity
Hey there folks. I’ve decided it would probably be a great idea to start doing more hands-on stuff with both Wwise and Unity. So, I’m going to start by showing you how to integrate the incredibly powerful Wwise middleware engine into Unity. I first got my hands on Wwise three years ago, and boy, was that program a nightmare at first. I didn’t understand how you could use sliders and graphs made of arbitrary parameters to “code” sound and then make them somehow fit into a game. I mean, the concept was there, but trying to practice Wwise in the capacity of designing sound – before I even knew how to use Unity, let alone integrate the two tools together, no less – was an incredibly huge challenge that took much longer than it rightfully should have. Keep in mind, back then, the Unity Integration Tool wasn’t immediately accessible the way it is today; you had to actually ask for it from AudioKinetic, and the documentation was not as good as it is now, either. As of the past few versions of Wwise, that particular barrier of entry has effectively been eliminated. It’s now easier than ever to implement high-quality, nuanced audio into your games using Wwise and only a handful of necessary commands. So today, we’re going to set aside using both programs, and focus on making them talk to one another. We’ll come back to doing stuff with them another day.