Hi FMOD team,
I’m currently evaluating FMOD for an Unreal project and want to make sure we’re approaching DSP and plugin extensibility correctly from the start.
Specifically, I’m looking for guidance on:
- What is the recommended approach for using third-party DSP or spatial audio plugins with FMOD in Unreal?
- Is custom DSP development via the FMOD plugin API the expected path for extending functionality beyond built-in DSP?
- Are there known limitations or maintenance considerations when using plugins as projects scale or FMOD versions update?
- From a production perspective, are there best practices you’d recommend to avoid technical debt around plugins in Unreal integrations?
We’re in active prototyping and system evaluation, so the goal here is to understand the intended and supported paths rather than workarounds.
Thanks in advance.