Hi everybody, I’m currently working on a game where large groups of sounds have already been implemented in Unreal Engine. Now, I’m integrating FMOD and exploring AudioLink to gain more control over the audio within UE, such as applying reverberation, different snapshot settings, and so on.
I’ve decided to create multiple events in FMOD for each group of sounds (e.g., music, dialogue, SFX). However, I’m unsure about the default AudioLink event setting in the plugin settings within Unreal Engine.
Since I have multiple events, how should I approach selecting the default AudioLink event? Should it correspond to a specific group of sounds, or is there a recommended way to handle this?
You don’t need to set a default AudioLink event, you are able to have multiple FMODAudioLinkSettings objects that can be used to assign different events to different UE sounds.
Then when you want to enable AudioLink on a UE sound source you can assign the AudioLink Settings Override which will determine which FMOD Event will be used for it:
this is working, i was able to assign audiolink settings to a sound cue.
i have another question, it may sound stupid, but i am doing it for the first time
how do i check if it’s working ?
i wanted to try it out by turning down the volume of the fmod bus where i have all audiolink events routed to. but i can still hear the sounds in the game.
i thought that once i set up audiolink i would be able to control them within fmod
Connecting FMOD Studio LiveUpdate is a great way to visualize what is happening with AudioLink, you can control the mixer and/or record a profiler session.