I’m currently implementing some sounds for a little side-scroller game, where you can move the character (a robot) through a small level.
In the Unity editor, everything works flawlessly. The objects in this level have Studio Event Emitters attached to them. Because the robot has so many different sounds, I didn’t use a Studio Event Emitter here, instead I load the sounds as EventInstances and let them follow the robot with “set3DAttributes (roboTransform)”, which I call in each update cycle.
So far so good, but when I build the game (Desktop) and start the application, everything is messed up. The object sounds somehow disappeared or are not audible at all, and the robot sounds don’t follow the robot anymore. Instead, they are all positioned in the middle of the level, which is really strange. When I play the game, I hear nothing at first, and when I move the robot for some time, I slowly can hear the sounds. But only in the left ear, as if they are panned to the left. When the robot has passed a certain point, all sounds suddenly jump into the right ear. Then they slowly disappear again.
If someone has an explanation for this or can help me, that would be great. I’m using Unity 5.2.3 with FMOD plugin 1.07.04. I think I didn’t change any of the settings in the plugin. Speaker mode is “Stereo” and the output format of FMOD studio is also Stereo.