FMOD Forums » Unity
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Read discussions surrounding the use of FMOD Studio with Unity and the associated FMOD for Unity integration. Also, talk about Troubleshooting, Oculus Quest Build Crashing, and much more.
FMOD Forums » Unity
3d ago
There is a huge console spam without any stacktrace where its originating from of warnings. This happens only in play mode.
This issue is happening only on MacOS (Sonoma), rest of our team on Windows does not have this issue.
We are using Unity 2023.2.18 and latest FMOD, both studio and unity plugin.
After a minute of gameplay, there is like hundred of these logs in console…
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FMOD Forums » Unity
4d ago
Hi there!
I just pretty much finished migrating all the audio of my Unity game to FMOD, and now I’m running into an issue with iOS that I don’t know how to solve.
Some context: the game makes heavy use of voice input. By default it should use the speakers of the device for its audio output, the internal mic for input; and when a headphone is connected, it should switch output to that headphone and use its mic if there is one.
To make this work on iOS, I already before needed to set AVAudioSession to AVAudioSessionCategoryPlayAndRecord; i am using AVAudioSessionModeDefault and for options: AVAu ..read more
FMOD Forums » Unity
5d ago
Hi everyone!
I have a problem with volume in Unity while working with sound through the FMOD Studio.
When I play the Game in Editor, the volume is much lower than it should be and than I hear it in the FMOD itself.
But when my developer make a development build, the volume is OK in the build.
Which settings should I use to fix this? As now I have some difficulties while testing the Game in Editor.
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FMOD Forums » Unity
5d ago
Hi,
I’m no sure if it’s an Fmod or Unity limitation, but I’m having some issues with Scatterer instruments. I’m creating a 2D ambience for a level. The event contains a few loops + scatterer instrument tracks. In Fmod, the scatterer instrument randomizes pan just fine, but the same event in Unity plays all the scattered sounds in the center. Some info: no spatializer on master track, Min&Max scatter distance 1.00-4.00. To make it short, I want to scatter/pan the sounds around the listener regardless of the event instances or camera position in the game world. Thanks !
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FMOD Forums » Unity
1w ago
Hello,
I’m currently working on replicating a video editing timeline in Unity. The goal is to be able to preview the cinematics of my video game directly with Unity’s editor. With this tool, I aim to avoid the back-and-forth between “cinematic editing” and “launching the game with the play button,” which consumes a lot of time during cinematic design.
Here’s a screenshot of the preview of my functional timeline.
In our project, we use FMOD, and I’m attempting to enable sound preview via my timeline, similar to a video editing software. I’ve managed to play the sound preview in the editor by ..read more
FMOD Forums » Unity
1w ago
Hi,
Total newbie here. I am recording audio within Unity to send it to a speech to text (STT) model and use it in game. Unfortunately the STT doesn’t process audio that is completely blank. For example, the user pressed the record button, but doesn’t speak anything.
In this case I want to be able to differentiate between such blank audio and audio that actually has speech in it, so that I can handle it myself before sending it to the STT.
So, is there any way to do it? Also, is there a way to trim out silence parts of a recording and retain only the parts where the user actually spoke?
I tried ..read more
FMOD Forums » Unity
2w ago
Hi!
I’m new with FMOD and I’m still working my way around the tool and I ran into a problem I haven’t be able to fix, Im trying to change my parameters with the StudioParameterTrigger from the code
The paramater is supposed to change the panning of my event
if (GameObject.FindWithTag("Monster") == null)
{
spawnedMonster = Instantiate(monster, posicionElegida[posicionActual], Quaternion.identity);
emitter = spawnedMonster.GetComponent<StudioEventEmitter>();
paramTrigger = spawnedMonster.GetComponent<StudioParameterTrigger>();
}
paramTrigger.TriggerParameters ..read more
FMOD Forums » Unity
2w ago
Here is a video of the audio clip cutting off when I move. Sorry if it’s simple, this is my first time using FMOD (I’m not the one who made the sfx and configured them in FMOD, my job is to just hook it up to events in game). Basically, when I stand still, the sound clips plays like normal. But when I start to move while the clip is playing. It just cuts off. The two clips in question are sold-success (which is the sell window sfx) and drop item sfx (when the item hits the ground).
https://youtu.be/kQM0NKrjjqE
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FMOD Forums » Unity
2w ago
Hi, I am using FMOD Studio to build a project in Unity.
-Fmod 2.02.21
-Unity 2023.2.16
In order to share the Unity project I put the built bank files in a folder like this :
-Assets/Game/Sound/Master.bank
-Assets/Game/Sound/Master.strings.bank
I set up this folder into FMOD Settings and it looks ok:
-Source Type: Single platform build
-Path: Assets/Game/Sound
The Inspector finds the files and shows all info and options properly.
The problem is when playing the game. I get a console error :
[FMOD] RuntimeBankModel::openFile : Failed to open file ‘Assets/Game/Sound/Desktop/Master.strings.bank ..read more
FMOD Forums » Unity
2w ago
Hello
I need to create an instance at the very beginning of the game, in awake or start methods. But I’m having problems because after executing the CreateInstance method, the instance is still is not valid. But at the same time, if I call this code not at the beginning of the game, but manually after some time, then it is created perfectly. As far as I understand, I need to wait for some process related to fmod, but I don’t know which one.
Thanks.
[SerializeField] private StudioEventEmitter _eventEmitter;
private EventInstance EventInstance => _eventEmitter.EventInstance ..read more