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
@alessandrofama20952 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;
@Etzionid3 жыл бұрын
finally someone that explains it straight and to the point! thank you
@jacksorjacksor3 жыл бұрын
Yeah, definitely my favourite FMOD tutorials that I've found so far. Thank you so much for making them!
@MellioMusic3 жыл бұрын
Your videos are seriously so helpful. Thanks for making these accessible to everyone!
@maestradebobobo7673 жыл бұрын
Thanks man, these tutorials are very helpful
@vano2vano4 жыл бұрын
thanks a lot! compact and clean
@B4RN154N3 жыл бұрын
Excellent. Thanks!
@user-ou5qg1kc9x3 жыл бұрын
Огромное спасибо за урок! Вы мне очень помогли ;3
@alessandrofama20953 жыл бұрын
Большое спасибо! Я рад, что тебе понравился урок!
@Solcius1231234 жыл бұрын
Thanks a lot !
@DiegoHodgeAudio8 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?
@francescosoave12273 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