I recently purchased a plugin(Audio Motors) and have been struggling to figure out how to use it in my game.
I’m wondering what I need to do to register this plugin, and also if I can do it with the old legacy integration?
I have just upgraded from using the legacy v1.07.06 integration for unity, to the new 1.08.13 V2 integration. Before the upgrade and installation of the plugin I had a perfectly working sound system for my game, in that I could build it and have sound working on my device fine with minimal configuration. (I’m working on a racing game for Android. With the legacy integration and no plugin, I didnt have to configure anything platform specific, it seems that with the new integration and possibly also because of the plugin I might need to do some platform stuff).
Before this plugin I was creating an event in the authoring tools and transitioning between static audio clips of engines at different rpms. All I had to do with the legacy integration was build my banks from inside the Fmod Authoring Tools and then import them into unity. From there I could control the parameter attached to my event inside the bank, through c# at runtime. Once I built my banks after implementing the plugin and tried to run my game, I got an error. I believe it was ERR_PLUGIN_MISSING. I couldn’t find any obvious way to fiddle with any plugin configuration in the legacy version so I upgraded to the new 1.08.13 V2.0 integration, mainly because I saw a plugin section in a screenshot and thought that might be the way to go. It seems very different from the legacy integration. I haven’t been able to figure anything out yet and right now I’m just clicking away in the dark so to speak.
I read an article deep in the documentation that briefly mentioned editing fmodplugins.cpp in the Plugins folder for unity. Any documentation that I could be provided with on this would be hugely appreciated. I’m hesitant to start inserting lines of c++ without any instructions. I have been provided some c++ code and a header file for registering the plugin so I think this is probably the way to go to get the plugin working.
I really appreciate any help on this.