@Connor_FMOD And to add another related question about this and Programmer Instruments in particular, how is this use case supported by FMOD?
- Unity - Manual: Microphone is used to live record a player speaking.
- We pass this along internally and store the audio file on a server. At which point it’s out of Unity’s hands.
- FMOD calls this audio file from the server and then it’s piped through an event with a Programmer Instrument.
Are there any known subtleties about how this works? Especially because it’s highly recommended that Unity built-in audio (aka old FMOD Core) is disabled ENTIRELY… but I presume Microphone class exists separately of that, so that functionality would still exist and there is no codependency?
In other words: FMOD does not conflict with Unity audio input?