FMOD: Parameter-based Sidechaining using Unity

I made this video because I was wasn’t completely satisfied with how sidechaining is done natively in FMOD and couldn’t find a video expanding upon it. Could I get some feedback if you think this is a good way to approach sidechaining or you think there is a better way to do it?

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I think what you have there is a good way of exerting more fine control over behavior that is dependent on sidechaining. Typically (i.e. in a compressor) this would be handled with a knee setting or some kind of curve, which obviously Studio’s compressor and sidechain modulation lacks - I’ve noted this on our internal feature/improvement tracker.