# Unity

**URL:** https://qa.fmod.com/c/unity/7.md?no_subcategories=false&page=101

[Latest](https://qa.fmod.com/latest.md) · [Categories](https://qa.fmod.com/categories.md) · [Tags](https://qa.fmod.com/tags.md)

**Page:** 102

---

## [change pan of StudioEventEmitter in Runtime](https://qa.fmod.com/t/change-pan-of-studioeventemitter-in-runtime/12276)

<div class="topic-metadata">

**Author:** [@prince\_of\_persia](https://qa.fmod.com/u/prince_of_persia)\
**Replies:** 1\
**Last updated:** [January 26, 2016, 11:43pm UTC](https://qa.fmod.com/t/change-pan-of-studioeventemitter-in-runtime/12276 "2016-01-26T23:43:28Z")

</div>

Hello. I am new to Fmod. I can’t find a way to change the panning of a StudioEventEmitter . Is this possible and if yes how? Thank in advance

---

## [Possible to play an existing AudioClip / AudioSource through FMOD?](https://qa.fmod.com/t/possible-to-play-an-existing-audioclip-audiosource-through-fmod/12268)

<div class="topic-metadata">

**Author:** [@haydenjameslee](https://qa.fmod.com/u/haydenjameslee)\
**Replies:** 1\
**Last updated:** [January 26, 2016, 11:08pm UTC](https://qa.fmod.com/t/possible-to-play-an-existing-audioclip-audiosource-through-fmod/12268 "2016-01-26T23:08:07Z")

</div>

I have an existing game where I generate an AudioClip at runtime in Unity’s OnAudioFilterRead. Is it possible for me to output this audio through FMOD without rewriting how the bytes are loaded. Is there anyway for me to…

---

## [Swapping FMOD banks in pre-built game](https://qa.fmod.com/t/swapping-fmod-banks-in-pre-built-game/12264)

<div class="topic-metadata">

**Author:** [@sigtrap](https://qa.fmod.com/u/sigtrap)\
**Replies:** 2\
**Last updated:** [January 23, 2016, 3:01pm UTC](https://qa.fmod.com/t/swapping-fmod-banks-in-pre-built-game/12264 "2016-01-23T15:01:22Z")

</div>

My team and I need some slightly unusual, highly specific advice if anyone has any ideas! We’ve been asked to license our game to a third party for use in teaching sound design, with a particular focus on fmod (but not …

---

## [Triggering sustain or cue, Unity C#, FMOD Studio](https://qa.fmod.com/t/triggering-sustain-or-cue-unity-c-fmod-studio/11296)

<div class="topic-metadata">

**Author:** [@arckex](https://qa.fmod.com/u/arckex)\
**Replies:** 7\
**Last updated:** [January 22, 2016, 5:54pm UTC](https://qa.fmod.com/t/triggering-sustain-or-cue-unity-c-fmod-studio/11296 "2016-01-22T17:54:57Z")

</div>

Another pro-tip here collected from a lot of searching: To trigger ANY cue on an event created in FMOD Studio and refernced with C# in unity, you have to work around two weird things: First, all cues are called “KeyOFF…

---

## [Bitcode support in Unity plugin](https://qa.fmod.com/t/bitcode-support-in-unity-plugin/12261)

<div class="topic-metadata">

**Author:** [@toreolsensan](https://qa.fmod.com/u/toreolsensan)\
**Replies:** 1\
**Last updated:** [January 22, 2016, 5:34am UTC](https://qa.fmod.com/t/bitcode-support-in-unity-plugin/12261 "2016-01-22T05:34:11Z")

</div>

Hi, Unity version 5.3.1p1 started building with bitcode by default, which causes problems with the FMOD plugin because it does not yet contain bitcode. All workarounds for similar issues that I have seen involve manuall…

---

## [Bug Report: Path.GetDirectoryName incorrectly removes "//" from the start of paths.](https://qa.fmod.com/t/bug-report-path-getdirectoryname-incorrectly-removes-from-the-start-of-paths/12206)

<div class="topic-metadata">

**Author:** [@ffsteve](https://qa.fmod.com/u/ffsteve)\
**Replies:** 7\
**Last updated:** [January 18, 2016, 4:49am UTC](https://qa.fmod.com/t/bug-report-path-getdirectoryname-incorrectly-removes-from-the-start-of-paths/12206 "2016-01-18T04:49:02Z")

</div>

Hi, While integrating the new version of FMOD (1.07 Unity Integration 2), I found that FMOD settings would not detect the builds folder over the network (separate hostname), yet would detect the actual project file no p…

---

## [Open Source?](https://qa.fmod.com/t/open-source/12124)

<div class="topic-metadata">

**Author:** [@nstevens](https://qa.fmod.com/u/nstevens)\
**Replies:** 2\
**Last updated:** [January 18, 2016, 12:27am UTC](https://qa.fmod.com/t/open-source/12124 "2016-01-18T00:27:00Z")

</div>

I’m trying to use the FMOD\_StudioEventEmitter rather than having to maintain my own emitter. However, I’ve run into a problem with needing access to the EventInstance in order to register for callbacks. But, of course, i…

---

## [Initializing time](https://qa.fmod.com/t/initializing-time/12235)

<div class="topic-metadata">

**Author:** [@martynko](https://qa.fmod.com/u/martynko)\
**Replies:** 3\
**Last updated:** [January 14, 2016, 3:25am UTC](https://qa.fmod.com/t/initializing-time/12235 "2016-01-14T03:25:16Z")

</div>

Hello! I’m using unity 4.6.3 Pro, and after I started using FMOD, initializing time on old android devices had increased significantly (up to 10 seconds). Can this be related to the size of the banks (4.4MB and 1.3MB) a…

---

## [setPause() or release() or loop region](https://qa.fmod.com/t/setpause-or-release-or-loop-region/12223)

<div class="topic-metadata">

**Author:** [@Pelle](https://qa.fmod.com/u/Pelle)\
**Replies:** 3\
**Last updated:** [January 6, 2016, 3:53am UTC](https://qa.fmod.com/t/setpause-or-release-or-loop-region/12223 "2016-01-06T03:53:48Z")

</div>

Hi there, I was wondering what’s the best way to handle the playing flow of an event. I have a script with an event that is played when an action is done (ex: my character saying things when looking at some objects) an…

---

## [Studio to Unity -  Appears to Connect but Nothing Comes Through](https://qa.fmod.com/t/studio-to-unity-appears-to-connect-but-nothing-comes-through/12210)

<div class="topic-metadata">

**Author:** [@Damion](https://qa.fmod.com/u/Damion)\
**Replies:** 4\
**Last updated:** [January 4, 2016, 9:08pm UTC](https://qa.fmod.com/t/studio-to-unity-appears-to-connect-but-nothing-comes-through/12210 "2016-01-04T21:08:23Z")

</div>

Hello! I hope someone can help me out. I’m using the latest versions of both Studio, Unity and also the integration of course. I managed to live connect to my Unity project, indicated by the red square that appears (is…

---

## [Emitter script disables on start](https://qa.fmod.com/t/emitter-script-disables-on-start/12209)

<div class="topic-metadata">

**Author:** [@brentr828](https://qa.fmod.com/u/brentr828)\
**Replies:** 1\
**Last updated:** [January 4, 2016, 12:42am UTC](https://qa.fmod.com/t/emitter-script-disables-on-start/12209 "2016-01-04T00:42:35Z")

</div>

I just started using FMOD in a project and when I dragged my event into Unity, set the studio event emitter to play on level start, and started up the level the script becomes disabled (the check box next to it becomes u…

---

## [Adding a DSP](https://qa.fmod.com/t/adding-a-dsp/12211)

<div class="topic-metadata">

**Author:** [@nstevens](https://qa.fmod.com/u/nstevens)\
**Replies:** 3\
**Last updated:** [December 19, 2015, 10:58pm UTC](https://qa.fmod.com/t/adding-a-dsp/12211 "2015-12-19T22:58:53Z")

</div>

I’m trying to get waveform data that I can use to convert the data into colors. The only way I’ve found to add a dsp to an EventInstance is as follows eventInstance.start(); yield return new WaitForSeconds(0.1f)…

---

## [Panning in unity 1st person](https://qa.fmod.com/t/panning-in-unity-1st-person/12207)

<div class="topic-metadata">

**Author:** [@graz](https://qa.fmod.com/u/graz)\
**Replies:** 1\
**Last updated:** [December 19, 2015, 4:03am UTC](https://qa.fmod.com/t/panning-in-unity-1st-person/12207 "2015-12-19T04:03:26Z")

</div>

Hi there, My game is first person, my FMOD listener is on the main camera. I’ve tried with the 3d distnace attenuation on and off. All my sounds play just the way I want however all the sounds appear to be playing fro…

---

## [FMOD Unity Memory leaks?](https://qa.fmod.com/t/fmod-unity-memory-leaks/12202)

<div class="topic-metadata">

**Author:** [@ulisesyo](https://qa.fmod.com/u/ulisesyo)\
**Replies:** 2\
**Last updated:** [December 17, 2015, 12:03pm UTC](https://qa.fmod.com/t/fmod-unity-memory-leaks/12202 "2015-12-17T12:03:33Z")

</div>

Hi! We have been trying to integrate correctly FMOD in our Unity Game, but we have discovered that everytime we fire a shot (with PlayOneShot or with CreateInstance, start, release) the memory usage growns 1 MB and the …

---

## [Waveform Data from EventInstance](https://qa.fmod.com/t/waveform-data-from-eventinstance/12205)

<div class="topic-metadata">

**Author:** [@nstevens](https://qa.fmod.com/u/nstevens)\
**Replies:** 1\
**Last updated:** [December 17, 2015, 11:14am UTC](https://qa.fmod.com/t/waveform-data-from-eventinstance/12205 "2015-12-17T11:14:55Z")

</div>

I’m struggling to find the best way to access the waveform data being played by a specific EventInstance. It seems like there’s an obvious callback I’m missing somewhere.

---

## [System::setSoftwareFormat Issues About Integration V2](https://qa.fmod.com/t/system-setsoftwareformat-issues-about-integration-v2/12195)

<div class="topic-metadata">

**Author:** [@m0nkey](https://qa.fmod.com/u/m0nkey)\
**Replies:** 3\
**Last updated:** [December 15, 2015, 3:44am UTC](https://qa.fmod.com/t/system-setsoftwareformat-issues-about-integration-v2/12195 "2015-12-15T03:44:21Z")

</div>

In the Unity Integration V2, I find there are options like “Speaker Mode” and “Sample Rate” in the FMODStudioSettings editor.Does both options do the same thing that you initialize the FMOD via System::setSoftwareFormat …

---

## [Unity 5.2.2f1 breaks FMOD integration?](https://qa.fmod.com/t/unity-5-2-2f1-breaks-fmod-integration/12107)

<div class="topic-metadata">

**Author:** [@ajlitton](https://qa.fmod.com/u/ajlitton)\
**Replies:** 4\
**Last updated:** [December 8, 2015, 2:47am UTC](https://qa.fmod.com/t/unity-5-2-2f1-breaks-fmod-integration/12107 "2015-12-08T02:47:50Z")

</div>

I posted this as a comment to another question, but it deserves its own. After upgrading to Unity 5.2.2 with FMOD integration 1.06.10 already added to the project, the project played in the editor but would not build fo…

---

## [Unity, newest inegration:  SystemNotInitializedException: ERR\_Memory Not Enough Resources :](https://qa.fmod.com/t/unity-newest-inegration-systemnotinitializedexception-err-memory-not-enough-resources/12184)

<div class="topic-metadata">

**Author:** [@seanday](https://qa.fmod.com/u/seanday)\
**Replies:** 2\
**Last updated:** [December 3, 2015, 4:21pm UTC](https://qa.fmod.com/t/unity-newest-inegration-systemnotinitializedexception-err-memory-not-enough-resources/12184 "2015-12-03T16:21:31Z")

</div>

It would appear this is being created by a memory link. I also get an error “Some objects were not cleaned up when closing the scene.” I have not been able to pin this directly on FMOD, although I’m pretty sure it is, si…

---

## [Unity 5.2.2 integration problem: where is FMOD\_StudioSystem?](https://qa.fmod.com/t/unity-5-2-2-integration-problem-where-is-fmod-studiosystem/12185)

<div class="topic-metadata">

**Author:** [@autoria](https://qa.fmod.com/u/autoria)\
**Replies:** 1\
**Last updated:** [December 3, 2015, 10:27am UTC](https://qa.fmod.com/t/unity-5-2-2-integration-problem-where-is-fmod-studiosystem/12185 "2015-12-03T10:27:24Z")

</div>

We recently updated to the last version of Unity which broke the FMOD integration. Updating to the latest FMOD integration package (10703\_v2) doesn’t seem contain the FMOD\_StudioSystem file anymore?

---

## [FMOD\_LIVEUPDATE troubleshooting](https://qa.fmod.com/t/fmod-liveupdate-troubleshooting/12163)

<div class="topic-metadata">

**Author:** [@CenturionPOKE](https://qa.fmod.com/u/CenturionPOKE)\
**Replies:** 4\
**Last updated:** [December 2, 2015, 11:24pm UTC](https://qa.fmod.com/t/fmod-liveupdate-troubleshooting/12163 "2015-12-02T23:24:03Z")

</div>

I use FMOD 1.6 with Unity 5.2 and cant get liveupdate to run. I’ve used the 1.7 integration package. I’ve tried following the integration instructions by editing the scripting define symbols. I run the game in unity,c…

---

## [Unity plugin Integration 2.0](https://qa.fmod.com/t/unity-plugin-integration-2-0/12168)

<div class="topic-metadata">

**Author:** [@Pelle](https://qa.fmod.com/u/Pelle)\
**Replies:** 3\
**Last updated:** [December 2, 2015, 4:15am UTC](https://qa.fmod.com/t/unity-plugin-integration-2-0/12168 "2015-12-02T04:15:48Z")

</div>

I was trying to integrate the new plugin in my Unity project. My previous version of the FMOD plugin was the legacy 1.07.01. I followed the migration guide (http://www.fmod.org/documentation/#content/generated/engine\_new…

---

## [Unity Android split by binary -\> no sound](https://qa.fmod.com/t/unity-android-split-by-binary-no-sound/12142)

<div class="topic-metadata">

**Author:** [@HANSTUDIOS](https://qa.fmod.com/u/HANSTUDIOS)\
**Replies:** 3\
**Last updated:** [December 1, 2015, 11:17pm UTC](https://qa.fmod.com/t/unity-android-split-by-binary-no-sound/12142 "2015-12-01T23:17:38Z")

</div>

The normal unity android build (without split by binary) will work without problems. After spliting the apk and obb (as needed for \>100mb apps) the sound will not work. Do I have to change anything? Thx.

---

## [How do I change event paramters in Unity integration 2?](https://qa.fmod.com/t/how-do-i-change-event-paramters-in-unity-integration-2/12177)

<div class="topic-metadata">

**Author:** [@vilehartman](https://qa.fmod.com/u/vilehartman)\
**Replies:** 1\
**Last updated:** [November 28, 2015, 11:08pm UTC](https://qa.fmod.com/t/how-do-i-change-event-paramters-in-unity-integration-2/12177 "2015-11-28T23:08:18Z")

</div>

I can’t for the life of me find any documentation for how to change event parameters in the new Unity integration package 2. I’m using c#.

---

## [Unity 4.6.8 Pro integration 1.07.03 doesn't work](https://qa.fmod.com/t/unity-4-6-8-pro-integration-1-07-03-doesnt-work/12169)

<div class="topic-metadata">

**Author:** [@simcovr](https://qa.fmod.com/u/simcovr)\
**Replies:** 5\
**Last updated:** [November 27, 2015, 3:59am UTC](https://qa.fmod.com/t/unity-4-6-8-pro-integration-1-07-03-doesnt-work/12169 "2015-11-27T03:59:47Z")

</div>

Hi, I’m trying to import your package in Unity4 (I have a project made with this version and for me is not possible to use Unity5 atm), but as imported it throw up a bounce of errors. First one is this one: if (!Asset…

---

## [Which version of Unity FMOD integration should I use for Unity v 4.6.71f?](https://qa.fmod.com/t/which-version-of-unity-fmod-integration-should-i-use-for-unity-v-4-6-71f/12153)

<div class="topic-metadata">

**Author:** [@Olliepm](https://qa.fmod.com/u/Olliepm)\
**Replies:** 2\
**Last updated:** [November 16, 2015, 12:14am UTC](https://qa.fmod.com/t/which-version-of-unity-fmod-integration-should-i-use-for-unity-v-4-6-71f/12153 "2015-11-16T00:14:33Z")

</div>

My question is as straightforward as that. I’m a student and that’s the version of Unity we’re currently working with if anyone was curious as to why I’m using an older version. Thanks!

---

## [How can I get the output level of an event in unity?](https://qa.fmod.com/t/how-can-i-get-the-output-level-of-an-event-in-unity/12144)

<div class="topic-metadata">

**Author:** [@Riistanvartija](https://qa.fmod.com/u/Riistanvartija)\
**Replies:** 2\
**Last updated:** [November 12, 2015, 1:02pm UTC](https://qa.fmod.com/t/how-can-i-get-the-output-level-of-an-event-in-unity/12144 "2015-11-12T13:02:29Z")

</div>

I’m new to FMOD and we’re creating a game where we need to get the output levels (how loud the sound is) of certain events to dynamically change a light component’s values in a gameobject according to the sound coming o…

---

## [Cannot create FMOD::Sound instance for resource resources.resource](https://qa.fmod.com/t/cannot-create-fmod-sound-instance-for-resource-resources-resource/12139)

<div class="topic-metadata">

**Author:** [@LaserCannon](https://qa.fmod.com/u/LaserCannon)\
**Replies:** 3\
**Last updated:** [November 9, 2015, 11:12pm UTC](https://qa.fmod.com/t/cannot-create-fmod-sound-instance-for-resource-resources-resource/12139 "2015-11-09T23:12:37Z")

</div>

Hey all, I get the following error sometimes when loading audio from Resources.Load on Xbox One: “Error: Cannot create FMOD::Sound instance for resource resources.resource, (An error occured that wasn’t supposed to. Co…

---

## [Problem duplicating sound sources](https://qa.fmod.com/t/problem-duplicating-sound-sources/12140)

<div class="topic-metadata">

**Author:** [@Pelle](https://qa.fmod.com/u/Pelle)\
**Replies:** 1\
**Last updated:** [November 9, 2015, 4:39pm UTC](https://qa.fmod.com/t/problem-duplicating-sound-sources/12140 "2015-11-09T16:39:48Z")

</div>

Hi all, I’m tryng to reproduce the effect of a sound coming from another room. One of my task was to duplicate a sound coming from an adiacent room and append it to the door to simulate the occlusion of the wall. I have…

---

## [Unable to call GetEvent on an FMODAsset](https://qa.fmod.com/t/unable-to-call-getevent-on-an-fmodasset/12129)

<div class="topic-metadata">

**Author:** [@Acegikmo](https://qa.fmod.com/u/Acegikmo)\
**Replies:** 4\
**Last updated:** [November 6, 2015, 7:49am UTC](https://qa.fmod.com/t/unable-to-call-getevent-on-an-fmodasset/12129 "2015-11-06T07:49:29Z")

</div>

Hey! I can’t seem to be able to call GetEvent, even though the asset clearly exists. The first thing I tried, was for one-shot sounds to be called using strings (“event:/path/asset”), but that didn’t work, and I kept g…

---

## [where did FMOD\_StudioEventEmitter.getPlaybackPos() go?](https://qa.fmod.com/t/where-did-fmod-studioeventemitter-getplaybackpos-go/12134)

<div class="topic-metadata">

**Author:** [@mmandel](https://qa.fmod.com/u/mmandel)\
**Replies:** 2\
**Last updated:** [November 4, 2015, 1:30am UTC](https://qa.fmod.com/t/where-did-fmod-studioeventemitter-getplaybackpos-go/12134 "2015-11-04T01:30:57Z")

</div>

Hi, I just updated to Unity 5.2.2p1, which then required me to get the latest FMod Studio integration due to incompatibilities. After bringing in the newest FMod Studio Unity integration (10702) , some code broke that…

[Previous page](https://qa.fmod.com/c/unity/7.md?no_subcategories=false&page=100)

[Next page](https://qa.fmod.com/c/unity/7.md?no_subcategories=false&page=102)
