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Hi,

I know this might sound a bit n00b, but I would like to clarify a few things. Say I build a project on fmod designer and handover the .fsb files to the programmer. What happens then? What if the programmer is using Unity 3? Would he still be able to integrate the fmod builds into his project? Are the builds language specific or universal? I am a bit confused here. Can someone please get me out of my misery?

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You can drop in the FMOD dlls into the Editor folder and use the C# integration from your unity scripts. I have tested it and it works fine in the free version, you don’t have to write any native code of your own.

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Thanks, I ended up using SquareTangle’s plugin : http://www.squaretangle.com/FMODUnity.html

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Hi, I’m new here and only just started learning Fmod at school, and looking into ways to use it with Unity. When you’re saying

[quote="peter":pt1a0gel]In the specific case of Unity, it is possible to link with native code using their plugin interface. [/quote:pt1a0gel]

…are you talking about coding your own DLL ? 😕

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FMOD Designer outputs two types of files FEV and FSB. The FSB is an FMOD SoundBank file and contains all of the encoded sound data. The FEV file contains the metadata for the event system such as the events and categories. These files are loaded using the FMOD Designer API, which is a native code library. In the specific case of Unity, it is possible to link with native code using their plugin interface.

There is information about this in their documentation:
http://docs.unity3d.com/Documentation/M … ugins.html

They mention that it is a Pro only feature, although another group claim to have FMOD running in Unity free:
http://archonic.com/projects/fmod-unity-plugin/

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