Gotcha. Thanks.
There’s a bit of concern on the programming side about using FMOD Programmer Sounds to handle a feature that relies on Unity Audio Clips loaded dynamically from a server at runtime (this post was from a member on our team: How to create programmer sound from AUDIOCLIP - #2 by Connor_FMOD).
I have to agree, the process does seem quite complicated compared to just letting Unity handle this feature and this causes some hesitation. I understand that Unity Audio would have to be enabled anyway for this to work. Since this Audio Clip feature is central to the game’s design, the question now is what is the most stable option going forward, and to what extent could we feasibly use both before facing bigger issues.
The intended use for FMOD in the project is, admittedly, fairly superficial compared to the Audio Clip feature (which is crucial), though the potential for WebGL performance gains (bank loading, better compression options, and generally getting more out of fewer assets) was a selling point for FMOD as well.