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Hello everyone.
I’m working on a Unity game, trying to integrate FMOD I ran into few problems. The most annoying of them is that playing events do not respond to engine’s time scale (for slow motions).

For single sounds I can programmatically change the pitch when playing the event but it’s far too hacky for a scene full of events playing, some of them in loop (like ambience or noise).

Am I missing something? Is there any way to pair the FMOD Studio engine with unity’s time scale?

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FMOD runs it’s own clock which is not tied to Unity’s, this means that changing one does not effect the other.

In FMOD 1.10 we introduced the ability to change pitch on buses/groups, creating your own ‘master group’ you could then adjust the pitch on, would adjust the pitch on all events.

A recent video by Scott Game Sounds covers this:
https://www.youtube.com/watch?v=HFUeymsbjQE

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