Hi, i try to use fmod to remake the sound in the Stealth FPS from “[http://twiik.net/projects/stealth-extended#comments]”

This has a menucanvas and i want to play a music, in the part of the game before start the game. but i don’t know how to make it. This is my script:

using UnityEngine;
using UnityEngine.UI;
using UnityStandardAssets.ImageEffects;
using System.Collections;

public class Pause : MonoBehaviour {

public string PlayerStateEvent;

// Store a reference to the Game Object PausePanel 
public GameObject pausePanel;
public Text brightnessText;
public Text volumeText;
public Text startResumeText;

// Boolean to check if the game is paused or not                
bool isPaused;
bool hasStarted = false;
float originalVignette;
float originalBlur;
float originalDistance;
Brightness brightness;
VignetteAndChromaticAberration vignette;

void Start() {
    vignette = Camera.main.GetComponent<VignetteAndChromaticAberration>();
    originalVignette = vignette.intensity;
    originalBlur = vignette.blur;
    originalDistance = vignette.blurDistance;
    brightness = Camera.main.GetComponent<Brightness>();


// Update is called once per frame
void Update() {
    //Check if the Cancel button in Input Manager is down this frame (default is Escape key) and that game is not paused, and that we're not in main menu
    if (Input.GetButtonDown("Cancel") && !isPaused) {
        //Call the DoPause function to pause the game
    //If the button is pressed and the game is paused and not in main menu
    else if (Input.GetButtonDown("Cancel") && isPaused) {
        //Call the UnPause function to unpause the game

public void DoPause() {
    if (hasStarted) {
        startResumeText.text = "Resume";

    //Set isPaused to true
    isPaused = true;
    //Set time.timescale to 0, this will cause animations and physics to stop updating
    Time.timeScale = 0;
    //call the ShowPausePanel function of the ShowPanels script

    // unloock the cursor.
    Cursor.lockState = CursorLockMode.None;
    Cursor.visible = true;

    vignette.intensity = originalVignette;
    vignette.blur = originalBlur;
    vignette.blurDistance = originalDistance;


public void UnPause() {
    //Set isPaused to false
    isPaused = false;
    //Set time.timescale to 1, this will cause animations and physics to continue updating at regular speed
    Time.timeScale = 1;
    //call the HidePausePanel function of the ShowPanels script

    // Lock the cursor.
    Cursor.lockState = CursorLockMode.Locked;
    Cursor.visible = false;


    hasStarted = true;


IEnumerator FadeIn(float time) {
    for (float t = 0f; t < 1f; t += Time.deltaTime / time) {
        vignette.intensity = Mathf.Lerp(originalVignette, 0, t);
        vignette.blur = Mathf.Lerp(originalBlur, 0, t);
        vignette.blur = Mathf.Lerp(originalDistance, 0, t);
        yield return null;

    vignette.intensity = 0;
    vignette.blur = 0;
    vignette.blurDistance = 0;

public void SetBrightness(float value) {
    brightness.brightness = value;
    brightnessText.text = "Brightness " + value.ToString("0.0");

public void SetVolume(float value) {
    AudioListener.volume = value;
    volumeText.text = "Volume " + value.ToString("0.0");



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Hi David

The best source right now for learning how to use FMOD with Unity are Daniel Sykora’s excellent video series over on the FMODTV YouTube channel

Our documentation also provides the required information but for many people Daniel’s videos are a lot easier to follow!


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