Wondering how to approach ducking audio with the FMOD Unity integration (e.g. ducking multiple events when certain other events are playing). I’ve seen a post discussing using User Properties but I’m not sure how to access properties from the API. Can anyone provide some sample code?
Thanks Nicholas,
Apologies I wasn’t specific enough in my explanation of what I’m trying to achieve. I have a scene with lots of people talking in separate small groups. My goal is to detect which group conversation the user is looking at and then duck all the other conversations. To do this, I imagine I need some control over the ducking via C#. My guess is the explanation of sidechaining in the manual is an automated effect that occurs when the event is fired. I can’t predict which events will be playing at any moment in time, so what I’d like to do is identify which events are playing in the conversation you are focused on and then get all the other events in the scene and duck them via script.