Play sounds independent of frame rate


I’m working on a game in Unity.
I’m looking for a way to play sounds independent of the frame rate like the AudioSource.PlayScheduled function in unity.
Is there a way to do that in FMOD?


It’s possible but only with the Core API, use Channel::setDelays to specify a start or end time for a Channel. The process is play a Sound paused, set the delays, then unpause to take effect.

For Studio Events, the timeline is sample accurate within an event, so trigger sounds or nested events on the timeline to get sample accurate stitching.

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That works. Thanks for the quick response!