I have a very simple problem: When I listen to a sound in FMOD it has a different volume level than in Unity. Unity is much louder.
Let’s say I create a 2D event to eliminate the attenuation effect and place the sound right beside my listener (even though this doesn’t matter as there is no attenuation). Once I start the game, the audio is much louder than it was in FMOD.
This problem is not project related as I experience this behaviour on all of my projects with all of my sounds. Has anyone had this too?
When you build banks the sample data being bundled together gets compressed based of the Builds settings in Preferences. The different encodings can affect the audio’s output.
If you are worried your game is too loud you can adjust the Master Bus or place a limiter on it. Either way, it should not peak as long as it does not peak within FMOD Studio.
Hey guys, I’m having some kind of the same issue here. When I profile and extract the volume levels from my gameplay via Unity, the volume is at a certain level (mixed in FMOD). then when we build for PC for example, the volume is MUCH lower, compared to the one sounding in FMOD / Unity Editor. What can I do to match these levels and be consistent on my average levels for the build?