Is there any plan for FMOD to support Unity VideoPlayer audio or provide synchronized video playback?

Hi everyone,

I’m currently integrating FMOD as the sole audio solution in a Unity project, which means Unity’s built-in audio system is disabled. This works perfectly for gameplay audio, but I’ve run into an issue when implementing prerendered cutscenes using Unity’s VideoPlayer.

As far as I can tell, there are two options:

  1. Enable Unity Audio so the VideoPlayer can play its embedded audio, which provides perfect A/V synchronization but requires keeping Unity’s audio system active alongside FMOD, adding some extra weight and overhead even if it is low.
  2. Remove the audio from the video and play it as an FMOD event. However, this doesn’t guarantee perfect synchronization because the video and FMOD are driven by separate playback systems.

I was wondering whether FMOD has ever considered adding a solution for this use case. For example, something like:

  • A way for Unity’s VideoPlayer to decode the embedded audio but send its output directly into the FMOD mixer instead of Unity’s audio pipeline.
  • An FMOD-compatible replacement or extension for Unity’s VideoPlayer that keeps audio sample-accurately synchronized with the video while routing audio through FMOD.
  • Any official integration that allows video playback while keeping all audio processing inside FMOD without sacrificing synchronization.

From my perspective, routing the decoded video audio into the FMOD mixer seems like the most realistic approach, since Unity’s VideoPlayer already handles decoding and synchronization internally. This would let projects continue using a single audio pipeline while preserving the reliable A/V sync that the VideoPlayer already provides.

Is anything like this currently possible, or is it something that has been discussed or is on the roadmap?

I’d be interested to hear if anyone has solved this problem in production as well.

Thanks!