Is it possible to route audio from a number of FMOD channels to Unity 5’s AudioMixer and its channels, in order to take advantage of the AudioMixer’s Snapshot functionality and generally handling stuff inside the Unity editor?
My current attempt seems to indicate FMOD bypasses the AudioMixer completely. I was thinking about letting FMOD handle the synchronisation of various tracks and transitions but then route the various outputs to Unity and use effects and mix inside the Unity editor dynamically. Is that possible?
Bonus question: Do you think that makes sense, or should I just ignore Unity’s mixer completely and handle everything inside FMOD?