So i’m new to Fmod and implementation in general, got into it because im doing a Ludum Dare game jam.
We re doing a shooter game in Unity, and i felt way more confortable working with Fmod to implement, instead on working directly in Unity ( dont like the interface for sound, and as a sound engineer, music composer, sound designer, i felt like home working in Fmod ).
The issue im experiencing :
So I add an Fmod Studio Event Emitter to a prefabs AK bullet. When you shoot, a bullet sound can be heard. This work well.
But then I want to add the “reload weapon” sound, so once again i go to the prefabs but this time on the AK itself ( not the bullet ). There is a script for the whole item including shooting ammo, loader empty, and reloading.
From here i add a new Fmod Studio Event Emitter, i want to add the reloading sound. Here is my problem : in the “play event” section, i can’t find the option that triggers the “reloading action”. If i tick “object start” or “object enable”, the reloading sound is heard when i get in the game, which is not what i want.
Does anyone know if I can find a solution, or does it come from the weapon script itself that needs to be rewritten based on the fact that the sound designer will use Fmod to implement the sound ?
Im going to implement directly via Unity as the deadline is in a few hours. but if anyone knows about it, hit me up please ! would help me a lot on this project and on future ones.
Thanks in advance,