In my last post I explained how to attach an FMOD_StudioEventEmitter component to a game object, then, play it by adding a short line of code to the relevant script. Another method of playing FMOD events is attaching them to animations, this allows for much greater control with the ability to trigger sounds at any point along an animations timeline.


FMOD & Unity Integration With Space Shooter

After a lot of trial and error, tutorials and trouble shooting I managed to get my first FMOD & Unity integration project working using the Space Shooter complete project from the Unity Asset Store.


The Space Shooter complete project comes with sound already in game using the Unity audio engine. The sounds are all basically one shot samples added to game objects via Unity Audio Source components. I could have just replaced each audio file with a new one of the same name, but I wanted to implement the sound with FMOD and take advantage of things like multi sound modules and pitch randomisation.  This meant I had to replace

Wwise 101 Certification Course

This week I decided it was time to get my hands dirty and get to grips with Wwise. Reading through forum posts and various subreddits, whenever someone asks which implementation software they should learn theres nearly always a resounding answer of “ALL OF THEM”. I’ve had a play about with FMOD in the past but not actually used it to implement audio into a game (FMOD has a bunch of great tutorial videos on youtube that take you through it’s features). So after stumbling through some pretty grainy Wwise tutorial videos on YouTube, I was happy to discover the CRAS Wwise 101 Certification Course, and that during the course you will actually implement audio into the game Cube.

So from my personal experience, the course takes you from looking at Wwise and scratching your head, to at the very least feeling confident that you know what the nuts and bolts are.

Wwise Screen Shot