I’m working on a Unity game, trying to integrate FMOD I ran into few problems. The most annoying of them is that playing events do not respond to engine’s time scale (for slow motions).
For single sounds I can programmatically change the pitch when playing the event but it’s far too hacky for a scene full of events playing, some of them in loop (like ambience or noise).
Am I missing something? Is there any way to pair the FMOD Studio engine with unity’s time scale?