Like Unity, FMOD provides the ability to control audio with parameters, snapshots, and triggers. However, unlike Unity, you actually get more control with FMOD out of the box, and it is possible to develop advanced audio handling without any scripting. In order to demonstrate this capability, we are going to replicate some of the functionality of one of our more advanced examples without writing a single line of script.
We are going to partially replicate the wind zone effect in order to demonstrate how we can automate or control audio playback within Unity. There isn't enough time to cover the entire example and really we just want to demonstrate the concepts here. Follow the directions here to start building this new version of a dynamic wind effect:
- Open up the FMOD event editor, and from the menu, select File | Import Audio Files....