Summary
In this chapter, we have exported sounds from FMOD into the engine, and learned how to tweak them.
You should now know how to trigger sounds both via the Sandbox Editor and programmatically, and also have a working knowledge of material effects.
If you're not quite ready to move on to the next chapter, why not try expanding your knowledge? A possibility could be to dive into the particle editor and create your own particle, complete with custom effects and sounds.
In the next chapter, we'll be covering the process of debugging and profiling your game logic, aiding you in working more efficiently.