Best architecture to play sounds?

Hey guys!

Playing one shot is easy with FMOD, but implementing more complex sound systems with triggers and things like this can get quiet hard to generalize. Do you have any strategy to implement sounds without being too specific with my c# classes?

Thanks.

It will depend on how much you want to be able to do.

We have a few example scripts available in our online docs:
https://fmod.com/resources/documentation-api?page=content/generated/engine_new_unity/script_example_basic.html#/

There are a few things you may want to use as a base:

  • Create an Event Instance
  • Starting an Event
  • Stopping an Event (with/without fadeout)
  • Release an Event
  • Set a parameter value

Our emitter script can also be used as a rough guide, as all it really does is start and stop an Event with some initial parameter values.