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Hey guys, I’m wondering if this is doable with the most current version of Fmod.

If we have both a Unity and Fmod listener running in our Unity game, is that something that will cause issues? We have both audio running from Unity natively, and sounds packaged from an Fmod bank, just wondering what’s the most optimized way to work with this.

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Normally you would want to use one or the other, otherwise you are increasing the CPU and memory usage by using two different audio systems.

FMOD and Unity’s built in audio will not interact and can run along side each other, but some platforms will require that you only use one. As there are not enough resources to run two separate systems.

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