Playing FMOD Events in Unity (FMOD + Unity Tutorial)

  Рет қаралды 7,637

Alessandro Famà

Alessandro Famà

4 жыл бұрын

A tutorial on how to play 2D and 3D FMOD Events in Unity using the provided components and writing C# Code.
Link to the text tutorial: alessandrofama.com/tutorials/...
Free-Cam script: pastebin.com/FVeLKFDk

Пікірлер: 12
@alessandrofama2095
@alessandrofama2095 2 жыл бұрын
FYI: The EventRef attribute (9:24) has been removed in the latest version of the Unity integration. Declare an EventReference instead: public FMODUnity.EventReference fmodEvent;
@Etzionid
@Etzionid 3 жыл бұрын
finally someone that explains it straight and to the point! thank you
@jacksorjacksor
@jacksorjacksor 3 жыл бұрын
Yeah, definitely my favourite FMOD tutorials that I've found so far. Thank you so much for making them!
@MellioMusic
@MellioMusic 3 жыл бұрын
Your videos are seriously so helpful. Thanks for making these accessible to everyone!
@maestradebobobo767
@maestradebobobo767 3 жыл бұрын
Thanks man, these tutorials are very helpful
@vano2vano
@vano2vano 4 жыл бұрын
thanks a lot! compact and clean
@B4RN154N
@B4RN154N 3 жыл бұрын
Excellent. Thanks!
@user-ou5qg1kc9x
@user-ou5qg1kc9x 3 жыл бұрын
Огромное спасибо за урок! Вы мне очень помогли ;3
@alessandrofama2095
@alessandrofama2095 3 жыл бұрын
Большое спасибо! Я рад, что тебе понравился урок!
@Solcius123123
@Solcius123123 4 жыл бұрын
Thanks a lot !
@DiegoHodgeAudio
@DiegoHodgeAudio 8 ай бұрын
I'm curious about the FMOD Studio Event Emitter component. You mentioned that PlayOneShot will automatically stop and release the instance once it's finished playing. If I leave the stop event set to none on the Event Emitter component, will it automatically be stopped and released when finished playing, or is it necessary to manually stop it? What about when the game object that the event emitter is attached to is destroyed? The situation I'm in is my play event is set to on destroyed (realizing maybe on disabled is a better choice) but how would I stop the event (assuming I need to) in that case? In the case that I need to stop it manually, I could add a command instrument after the audio in the event, or I could set and AHDSR with a long enough release and then set stop event to the same as play event and just check allow fadeout, but maybe there's a better option?
@francescosoave1227
@francescosoave1227 3 жыл бұрын
Hi! Thanks a lot, By any chance you have experience with multichannel outputs? I did setup 3 events in FMOD, using the Channel Mixer to route them to different analog outs of Motu 828. They work fine in FMOD but when I play the sounds from Unity they play on the Oculus headset speakers rather than the Motu. Any idea what could it be? thanks
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