FMOD + Unity Integration (2020)

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ColinVAudio

ColinVAudio

Күн бұрын

Пікірлер: 27
@jarfmusic
@jarfmusic Жыл бұрын
Solid dude - This fixed our issues getting FMOD in engine because we didn't include the Bank loading script.
@djhavens2397
@djhavens2397 9 ай бұрын
This is a very well explained integration tutorial. Thank you kindly for taking the time to make this video.
@AlexStrook
@AlexStrook 4 жыл бұрын
Thanks a lot for those clear tutorials, excited to see more FMOD tutorials !
@colinvaudio4692
@colinvaudio4692 4 жыл бұрын
Glad you found them to be valuable!
@NatashaVas93
@NatashaVas93 Жыл бұрын
Thank you! You are my hero. I have spent so much time trying to imtegrate via intuative method. Your video helped me loads.
@lew.bow.studios
@lew.bow.studios 11 ай бұрын
Awesome video, very well done, thank you, good sir :)
@Joevenon
@Joevenon Жыл бұрын
Hi, I'm having a issue with fmod, the game sounds work properly on my computer when I build the project, but it doesn't work in other people's pc's, and it also don't work on android. Can you help me with that? Thanks
@Bravehearte
@Bravehearte 3 жыл бұрын
Thanks Colin, started using FMOD on a Game Jam and needed to learn how to integrate it asap. Was very helpful :)
@colinvaudio4692
@colinvaudio4692 3 жыл бұрын
Glad to hear!
@HomelessHermit
@HomelessHermit 2 жыл бұрын
This tutorial was great thank you Colin.
@anaibrahim4361
@anaibrahim4361 2 жыл бұрын
you made it simple thanks for the efforts , keep up the good work
@MusicIhave
@MusicIhave 3 жыл бұрын
Just wanted to say thank you. A warning to new users: FMod will try to do a little tutorial thing to help you out. It was actually causing me problems, so it's better to just close the helper and follow these steps (probably?) (Not sure?) (What do you think, Colin?)
@colinvaudio4692
@colinvaudio4692 3 жыл бұрын
Yep, the recent updates added a setup window that will shortcut some of the steps I go over in this tutorial. Also worth noting, it will disable the Unity audio engine, which is definitely a performance optimization, but can break hybrid integration projects. Over-all, I'd probably agree. It's a nice time saver when you know what it's doing, but I'd recommend skipping their setup when trying to learn how it's working -- for now at least.
@vegafuse1
@vegafuse1 3 жыл бұрын
yes man that caused me problems too!
@SomeHumbleOnion
@SomeHumbleOnion 2 жыл бұрын
Really great tutorial man - thank you for putting this together!
@crybirb
@crybirb 3 жыл бұрын
Man I tried to load the single project info but it keeps saying that there isn't any built banks in there, but the banks are in the folder and path is correct.
@ethanethan9575
@ethanethan9575 Жыл бұрын
Heya! any idea why when I add an FMOD Bank Listener, when I add Banks, there is only a ''bank'' option to select, and no sub folders at all? great tutorials otherwise!
@w.rar7
@w.rar7 2 жыл бұрын
Thank you very much, you won a subcriber :D
@damianwysokinski3285
@damianwysokinski3285 2 жыл бұрын
I don't hear any sound in the 2.02 version. Can you help please? You probably have used the same version, right?
@damianwysokinski3285
@damianwysokinski3285 2 жыл бұрын
There was an error describing saying that: "component belongs to disabled build-in package". How did u deal with it? I tried to enable sound in build-in packages, but it didn't help me
@LuRybz
@LuRybz 2 жыл бұрын
Hi, thank you! And how do you manage mixers for SFX, BGM, etc?
@colinvaudio4692
@colinvaudio4692 2 жыл бұрын
Some people group all their events and groups under SFX, Music, Voice, Amb, etc. groups in the mixer and directly tie those to their in-game mixer sliders. I'm less of a fan of this approach though, because it limits what you can do with routing and side-chain compression in particular. Instead, you can use VCAs. VCAs can basically run parallel to the in-game mixer sliders you're building (eg. a Voice, Music, SFX, etc. VCA), and then you simply assign relevant groups from the mixer, into each VCA. With this approach, instead of setting my mixer hierarchy to cater to my in-game faders, I can now structure it around the compressor and reverb signal flow I care about. So instead of making a group for all SFX, I can now create groups based on informative function, eg. SFX that convey critical information to the player, player SFX specifically, and set dressing. If I want these to be compressed differently, or routed through different effects and mixed uniquely in snapshots, that's all really easy to do and flexible with this sort of approach, but I can also just assign them all to the SFX VCA and safely know they'll all be controlled correctly in game. www.fmod.com/docs/2.00/studio/mixing.html#vcas
@altarf82
@altarf82 9 ай бұрын
Hi Colin, Could you help with integration into a video game please? Thanks in advance
@TheAngioni
@TheAngioni 8 ай бұрын
thanks a lot
@knottsberry
@knottsberry 3 жыл бұрын
Hey Colin. These Tutorials are great. Thanks for making them. Can you do a video showing how to do the Multi-Platform Build? For the likes of Android & iOS etc. I know there's a few more steps in the process and I keep getting a Version Error. (Currently using FMOD 2.01.09) Thanks again :P
@colinvaudio4692
@colinvaudio4692 3 жыл бұрын
Thanks for the suggestion! I believe the interface for working with multi-platform builds in Unity is changing in 2.02. If I have time, I may throw together a video comparing both. For now, if you make sure your preferences are set up in FMOD for each build configuration (Desktop, Android, etc.), and go into the FMOD Settings panel in Unity, you'll need to select the builds folder itself, for multi-platform (the folder containing each platform). From there, you'll need to add a platform "group" for each platform, at the bottom of the panel. Within each group, you can select which settings and banks to use. That should be it -- there might be a final step for switching the active build when you're compiling the project, but I don't remember off the top of my head. They should work with that though!
@knottsberry
@knottsberry 3 жыл бұрын
@@colinvaudio4692 great thanks!
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