Recording in Unity and playback with FMOD effects?

Hi everyone!

I’m new to working with both Unity and FMOD, so I apologize if this question is either too simple or poorly phrased. I’m primarily a 3D artist rather than a programmer.

I’m currently working on a project with the following goal:

When a recording is triggered, Unity should record all game world audio along with user microphone input into a single audio file. Later, when playback is triggered, FMOD should play that recording and apply various audio effects. Users can make multiple recordings; a new file is created each time.

Project Context

The project simulates an old phonograph.

Users will be able to start a recording and then create sounds in the game environment (i.e. by clicking on instruments in the game world) while also speaking into their microphone. Both the in-game audio and microphone input should be recorded simultaneously into one file.

Once the recording is finished, users can play their recording back through the phonograph. During playback, FMOD should apply effects such as:

  • Pitch instability / wow and flutter

  • EQ filtering

  • Surface noise

  • Other artifacts to emulate a real phonograph

My Current Idea

Since my programming experience is limited, my initial idea was the following workflow:

  1. Record audio using Unity

  2. Save the recording to a file in a specific project folder

  3. When playback is triggered, FMOD loads that file and plays it back with the phonograph effects applied

My Questions

  • How can I implement my idea? (Code examples welcome!)

  • Is this a reasonable approach for achieving this effect?

  • Is there a better or more typical way to handle something like this using Unity and FMOD?

  • Are there recommended workflows for recording both in-game audio and microphone input together?

Any advice, suggestions, or pointers to documentation would be greatly appreciated.

Thank you!