hi folks, i’ve been using the integration for a while now in a classroom teaching situation, and my students have been experiencing a series of issues of Events not playing. i’ve been really annoyed with the inconsistency shown thus far by FMOD Studio’s Unity integration, but perhaps i’m not doing something correctly.
i have set up a project in Unity 4.3.0, something like the Sandbox app used to be, where i can trigger FMOD Studio Events inside a 3D Environment. i was able to create the Events in FMOD Studio, do the build, import the Events from the bank and strings (via the new method) and audition them successfully in Unity Pro Educational.
however nearly every student who tried to import their project and Events into Unity Free got errors when triggering the Events inside Unity. all of them could essentially audition the events in the FMODAssets folder. but when it came time to trigger the events, nothing played. instead i got the error ‘[color=#FF0040]FMOD Studio API could not be found[/color]’.
one bit of troubleshooting unearthed the fact that the presence of AudioWeather plug-ins in an Event could result in no Events from the Master Bank playing at all, but that did not seem the only explanation. i was originally starting the students out with version 1.3.03, and version 1.03 of the integration (the one with the updated import workflow). when they upgraded to 1.3.05 that seems it could have caused some errors. considering that build was out for all of three days, it seems like it could be. i have done a bunch of troubleshooting and could not definitively reproduce the error.
other errors i encountered:
Unity’s FMOD Integration forgetting where the Project folder went. i would then have to delete the FMODAssets and Streaming Assets folders and reimport the Build, which was then only occasionally successful. the best method would be to re-create all events in a new project, and import that.
One student removed her AudioWeather plugin tracks and was able to audition her project bank successfully in Unity. i then had her make a build in Unity Pro for Mac standalone which then resulted in no audio playing at all in the app. maddening!
using FMOD Studio and Unity in a classroom environment means having to take FMOD Studio and Unity projects and copy them over to different volumes. then students can then take these home and work with them, or work at the school. however, in nearly every case each student would have issues. i did include the AudioListener every time and also found out the integration would only work for Events assigned to the Master Bank.
Question: is there a definitively stable method to transport FMOD Studio and Unity projects to other media so that losing contact with the media is mitigated? should i be archiving at all times? if i update FMOD Studio, should i always use the updated integration as well?
i will try to reproduce this problem in a very small Unity project/FMOD Studio project and send it to you, but until i figure out a more stable solution, i have trouble recommending the integration. i just have trouble figuring out why i don’t have any issues but in the classroom, issues abound. maybe you don’t support sustain points? loop regions? i’m grasping at straws here. of course this is all on Macs as we are in a pro audio education setting and we’r all on either 10.8, 10.8.5 or Maverics (10.9).
anyway, any tips will be appreciated. i will update this thread as i can find solutions to these issues.