If I’m using FMOD integrated into Unity for the audio for the game I’m working on. The team that I’m working with is using Unity’s Collab feature to keep the project up to date. Would everyone on the team need to also download a copy of FMOD in order to be able to hear my audio work?
The entire team should not require access to the FMOD Studio Project, they should just require the banks for Unity to use.
To do this:
Set the build output directory of the FMOD Studio Project to a folder inside the Unity Projects Asset folder (eg. “Assets/FMODBanks”).
In the FMOD Unity settings, use either Single Platform Build or Multiple Platform Build and point it to the folder that contains the FMOD banks (eg. “Assets/FMODBanks”).
I understand @NickBack concern. I’m currently okay with putting the banks in Assets, but I can see an issue arise as the the number of audio files grows.
In this scenario, should we move the banks to a different location (through FMOD settings) when building the game? Or will it not effect build size.
If it will include it in the build, I could place the banks the unity assets/editor folder. I know that folder is ignored in builds, but I’m not sure if it will break anything.
Apologies for responding to such an old thread, but I’m a little new to FMOD and even more so Unity, so I have some concerns. Mainly, we have more than one person working on audio on our team, where originally it was just one. When we have both of them do as directed above, while they can hear the sounds without the FMOD projects using just the banks, each time they build it just overwrites the banks with their own, so there’s no synchronization. What’s the most practical way for multiple people to work on the same project from multiple computers?
It would be best for the sound designers to use source control with FMOD Studio as Unity Collab does not support adding files that are outside of the projects assets folder.