In Unity, I’m trying to implement a feature where a player’s constantly falling health value is mapped to a LPF, so the closer the player’s health is to 0, the lower the LPF Frequency. I know I can do this with Unity’s Audio Listener and a LPF component, but is there a way I can do this with FMOD’s Studio Listener? At the moment only sounds using Unity Audio Sources are being filtered.
We don’t have a direct way to do this in Unity, not without first setting it up in FMOD Studio.
You could use a Snapshot to control volume levels and lowpass depending on the players health, by adjusting the Intensity of the snapshot (0-100%).
Thanks so much for your reply, I haven’t really looked into snapshots and this looks like it could be the perfect solution. Cheers!