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I have an existing game where I generate an AudioClip at runtime in Unity’s OnAudioFilterRead. Is it possible for me to output this audio through FMOD without rewriting how the bytes are loaded. Is there anyway for me to just specify “this audiosource will play through the FMOD plugin?”

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It’s not possible to combine the Unity audio system and FMOD Studio in the way you want.

I recommend downloading the full FMOD Studio C++ SDK and look at the custom DSP and user created sound examples. All the API calls used in those examples are available in C#.

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