# Workflow recommendation for a big project?

**URL:** <https://qa.fmod.com/t/workflow-recommendation-for-a-big-project/18311>\
**Category:** Unity\
**Created:** [February 2, 2022, 6:17am UTC](https://qa.fmod.com/t/workflow-recommendation-for-a-big-project/18311 "2022-02-02T06:17:04Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![esteban16108](https://avatars.discourse-cdn.com/v4/letter/e/a9a28c/32.png) [@esteban16108](https://qa.fmod.com/u/esteban16108)\
**Post date:** [February 2, 2022, 6:17am UTC](https://qa.fmod.com/t/workflow-recommendation-for-a-big-project/18311/1 "2022-02-02T06:17:04Z")

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Hi there

Working on a big project with Legacy code mostly. I found that, currently, they add a FMOD related component, custom maybe, to a GO that they want to have sounds and this could be difficult to track in a big project, or Am I missing something?

What I was thinking is to have a centralized AudioManager and trigger sounds based on Events, in this way any time there is a need to work with SFX I don’t have to chase were the sound is being triggered.

I’m new to FMOD in general so maybe I am missing something in the workflow.

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**Author:** ![jeff\_fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/jeff_fmod/32/1766_2.png) [@jeff\_fmod](https://qa.fmod.com/u/jeff_fmod)\
**Post date:** [February 8, 2022, 5:38am UTC](https://qa.fmod.com/t/workflow-recommendation-for-a-big-project/18311/2 "2022-02-08T05:38:35Z")

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I think a central Audio Manager is a good idea for a large project- the concept of attaching individual components to Game Objects is supposed to be a non-coder-friendly way of doing things. If that is going to cause issues for you then by all means create an Audio Manager. Here is a [Basic Scripting Example](https://fmod.com/resources/documentation-unity?version=2.02&page=examples-basic.html) to get you started with scripting via the FMOD API.
