Hi, I’m currently working on a multiplayer game in Unity and Fmod. I have several events where I have added a spatializer to the event in fmod, and when I test it in solo gameplay it seems to work locally. When I test in multiplayer (across multiple different devices) all of the audio still plays locally and doesn’t apply any distance attenuation. Just curious If anyone has any guidance or if this will just directly relate to how our dev networks everything in the game?
Thanks!
Hi,
Could I please grab your Unity and FMOD versions. Just to confirm, do all the player instances have their own listeners? Unity Integration | Game Components - Studio Listener, these are required for correctly spatializing sound
Hey Connor,
I’m currently using Fmod 2.03.08, and Unity 6000.0.62f1. I have the Fmod event listener attached to the character player prefab. I believe copies of the character player are created once the project loads, but I can double check in case that’s not the case. All other players do have audio, but it’s just 2D audio except for the host.
Thank you for the information.
Would it be possible to create a test project that is reproducing the issue or any instructions for setting up a project to reproduce the issue?
That is something I could try and look into for you. What exactly would you need to do a proper test? Currently the project is under NDA. I would assume this would be something pretty common to troubleshoot but maybe I’m wrong about that.
For the test project would just need to replicate your issue as closely as possible. If it is just two players moving around a scene that is not spatializing correctly that would be all I need. With the FMOD Studio install we include a example project that comes with events and assets, that can be used in the test proj if you cannot use your own.
