# Capturing Unity game’s FMOD output (5.1 / Busses)

**URL:** <https://qa.fmod.com/t/capturing-unity-game-s-fmod-output-5-1-busses/20485>\
**Category:** Unity\
**Tags:** unity\
**Created:** [July 31, 2023, 7:45am UTC](https://qa.fmod.com/t/capturing-unity-game-s-fmod-output-5-1-busses/20485 "2023-07-31T07:45:41Z")\
**Posts on this page:** 1\
**Showing post:** 3

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**Author:** ![xantomen](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/xantomen/32/6598_2.png) [@xantomen](https://qa.fmod.com/u/xantomen)\
**Post date:** [April 26, 2024, 3:25pm UTC](https://qa.fmod.com/t/capturing-unity-game-s-fmod-output-5-1-busses/20485/3 "2024-04-26T15:25:11Z")

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Hi @Leah_FMOD ! I’m a teammate of @davidkamp1 and your comment was very helpful. I tested the WAVWriter and that indeed records a .wav file of the whole master and so on.

However, due to wanting to record various buses and other specs, I moved onto trying to accomplish what you mentioned: DSP Capture script example with the .wav header and writing to a .wav file. (for now using only the Master ChannelGroup until that works, will test a different bus later).

Now, I am a gameplay programmer and I’m completely out of my depth once it comes to structured data like this. The C++ to C# isn’t a problem, but the part that I don’t understand at all is how I should create the file out of the data from the DSP. As in, I don’t know what to connect where, how to feed the float array mDataBuffer from the DSP example to a file or how to create a header based on that data.

I have tried using [this](https://qa.fmod.com/t/save-a-recorded-sound-to-wav/19068) and [both solutions provided here](https://qa.fmod.com/t/when-recording-mic-input-to-wav-file-second-of-silence-exists-at-beginning-of-file/21470) for reference, but every time the examples are about recording from microphone with the functions that come with an initialized system and it’s throwing me off. I don’t know how to implement this.

Could you please help me out a little? Thank you!

In case it’s relevant, our usecase is to save the FMOD sounds of a certain amount of gameplay into .wav files, so we can replay that segment later together synced with video that we record with a different tool, not to record all gameplay sounds since the Scene starts.

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_[View the full topic](https://qa.fmod.com/t/capturing-unity-game-s-fmod-output-5-1-busses/20485)._
