I could not find any examples on how to do this. I import a wav file using studio.project.importAudioFIle(), and can create an event using studio.project.create(“Event”), I can make a Group Track with event.AddGroupTrack()…but then I’m not sure how to connect these all together. I want to make an event using the imported WAV file.
Hi Ben,
A lot of what you’re trying to do is made simpler by having the functions returns return to a variable.
var asset = studio.project.importAudioFile("C:/Path/To/Sound/Test.ogg");
var event = studio.project.create("Event");
event.name = "Test event";
var track = event.addGroupTrack();
var sound = track.addSound(event.timeline, "SingleSound", 0, 10);
sound.audioFile = asset;
sound.length = asset.length;
Thanks,
Richard
Sorry to reopen an old thread, but how can I achieve this in Unity with C#? I can’t seem to find the C# equivalent of studio.project.create
. I need to create Events at run-time from sound files on disk. Thanks!
It’s not possible to create events at runtime. If you are looking to play loose sound files you will need to utilize FMOD::Sound
. In Unity you will need to grab the Core system using FMODUnity.RuntimeManager.CoreSystem;
first.
Just for future reference, it’s better to create a new topic for these questions and paste a link to solved questions if it needs more context.
https://www.fmod.com/resources/documentation-api?version=2.02&page=core-api-sound.html