I’m really racking my brain over how to do this.
I’m working on a game where users can create content and package it as an AssetBundle using our tools. However, Unity does not like to serve audio as a raw file and only serves it as an AudioClip, which FMOD can’t work with, so interpretation needs to occur. However, it seems like in order to interpret AudioClips, you need to have Unity’s audio system on, which FMOD also doesn’t like. That said, a direct file path also doesn’t really work since the files are within an AssetBundle, which only stores AudioClips, so even if there were a path, it wouldn’t be a readable path.
Am I correct in assuming I only really have two routes? Those being…
1.) Require raw audio to be stored outside the AssetBundle so a file path can be acquired.
or
2.) Process the audio before runtime and store it as raw readable data.