I had a project running successfully with 1.x, but with 2.x I am unable to even setup a very basic integration project.
I created a simple project in FMOD Studio 2 with one TestEvent that contains one audio track that I want to trigger in Unity.
In Unity, I created a new scene, attached the FMOD listener and created an object that I put in front of the camera, 1 unit away with an event emitter. The trigger is set to Object.Start.
When I hit play, there are no errors, not even warnings, I set the log level to LOG and see a bunch of messages, even how the audio track is being loaded and it pretends that the emitter is in state “Playing”.
FMODs debug overlay displays “Channels: real 1,total 1”, both is zero if I disable the emitter before pressing Play, but there is just no audible sound. The debug overlay displays VOLUME: RMS = -80,00db which indicates that there is nothing played back indeed.
When I use the event browser, select the event and press play there, the event is playbed back just fine.
I tried various things, also cranked up all gains in FMOD Studio to the max and re-exported, nothing.
Any ideas? I guess I’m missing a rather obvious step that may have changed in FMOD 2. Any help is highly appreciated.