Hey everyone!
I am currently working on a project, with two sounds, where I wasn’t really sure, how to set them up in FMOD. Both of them have in common, that they’re visually rather “linear” (instead of spheric) as a visual with changing range/ area. I was wondering if that is somehow solveable in FMOD Studio alone or if I/ we as a team need to code something (and what) in our used Game-Engine (Unity):
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There is an enemy type having electric blasters, which visually (as long as the blaster is fired) there is a lightning between the blaster and the point where it hits anything (roughly ressembling the electric fences in Borderlands). Attaching the FMOD-Event just to the blaster and playing it on the firing animation doesn’t seem sufficient to me, as I would like the player to auditorially have the feedback if the actually lightning (as potential source of damage) is to their left or right (instead of just tracking the sound to the enemy firing it). Where should the Event then be played (without having to play events all along the electricity-line)?
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An other large dragon-like enemy can breath fire, which the player has to dodge behind certain objects where the fire would be blocked - but still passes left and right of that blocking object. So again thinking from the audio result perspective, I would love to translate to the player that the “harmful” fire is still to the left and right, but the fire is as well blocked from that object in the front (= occluded).
(We’re using the Meta plugin for FMOD, so the occlusion part of it is somewhat clear.)
So similar question to 1): how would I spawn my events on that fire animation without having to place to many of those events in that animation?
I am really looking forward to your answers and opinions!
As well feel free to share any additional thoughts on that topic!
All the best,
Joshnt