AudioClip from AssetBundle as a Programmer Instrument?

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.

Hi,

Disabling the Unity audio is a recommendation, however it is required if you are going to support Xbox One, IOS or PS5. Unity Integration | Troubleshooting - Disabling Unity Audio.

Are you planning on supporting any of those platforms?

We have an example which may aid in playing the audio clips here: Unity Integration | Scripting Examples - Video Playback.

I think this would be the simplest to implement with FMOD.

Hope this helps!