# General advice on user-friendly process for players to upload audio assets then pipe them through FMOD-powered Unity?

**URL:** https://qa.fmod.com/t/general-advice-on-user-friendly-process-for-players-to-upload-audio-assets-then-pipe-them-through-fmod-powered-unity/19005
**Category:** Unity
**Created:** [July 15, 2022, 7:32pm UTC](https://qa.fmod.com/t/general-advice-on-user-friendly-process-for-players-to-upload-audio-assets-then-pipe-them-through-fmod-powered-unity/19005 "2022-07-15T19:32:04Z")
**Posts on this page:** 1
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### Author: ![torley-gallium](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/torley-gallium/32/3688_2.png) [@torley-gallium](https://qa.fmod.com/u/torley-gallium)
#### Post date: [July 20, 2022, 10:37pm UTC](https://qa.fmod.com/t/general-advice-on-user-friendly-process-for-players-to-upload-audio-assets-then-pipe-them-through-fmod-powered-unity/19005/4 "2022-07-20T22:37:52Z")

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@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](https://docs.unity3d.com/Manual/class-Microphone.html) 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?**

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_[View the full topic](https://qa.fmod.com/t/general-advice-on-user-friendly-process-for-players-to-upload-audio-assets-then-pipe-them-through-fmod-powered-unity/19005)._
