I’ll take a look tomorrow and see what I can find. I did find a solution for this about a year ago I believe. I received multiple versions of the audio motors dll and fmod studio. I can’t remember exactly how i did it off the top of my head, only that it was an extremely severe headache to figure out initially.
What stage are you at so far? You’ll have to make the car data in the audio motors vst and then export it, then you can right click, I believe, somewhere on the audio track of your event and select add plugin sound → audio motors. From there you make your parameter and it works just like controlling any other fmod parameter in Unity. Is it just controlling the parameter via script that you’re having trouble with?
Also the audio motors plugin has to be in the unity plugins folder, that part I’ll confirm tomorrow as to which folder to put it in. I initially didn’t think it would have to be in there to work because it seemed like audio motors was just a vst used to produce some data for fmod, and not actually used at runtime. However it does need to be in your plugins folder somewhere.
Let me know exactly what you’re trying to do and I’ll see if I can help.
-Andrew