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Hey guys,

I did setup an engine event in fmod with the rpm & load parameter. So, in fmod it works fine. Now, I have implemented fmod into my Unity project and I want to use the awesome engine sound, but it doesn’t works…ok, I can hear the engine sound but without the engine designer power. There is no delay on throttle.

Here is my first code:

public class SoundController : MonoBehaviour {

public float _rpm = 1000;

FMODUnity.StudioEventEmitter emitter;
// Use this for initialization
void Start () {
    startSound();
    emitter = this.GetComponent<FMODUnity.StudioEventEmitter>();
    GetComponent<FMODUnity.StudioParameterTrigger>().TriggerParameters();
}

// Update is called once per frame
void Update () {
    updateRPM(10000* PlayerControllerInput.Instance.getThrottle);
}

public void startSound()
{
    GetComponent<FMODUnity.StudioEventEmitter>().Play();
}

public void stopSound()
{
    GetComponent<FMODUnity.StudioEventEmitter>().Stop();
}

public void updateRPM(float rpm)
{
    emitter.SetParameter("RPM", rpm);
}

}

I attached the Studio Event Emitter Script to my GameObject, selected my event, checked the rpm & load parameter and I attached the Studio Parameter Trigger Script…

I didn’t find an answer to my problem. Can someone help me? Or does the power of the engine designer not work in Unity?

I have looked into this video:

https://www.youtube.com/watch?v=BI7EwpEIHuY

Ok, it is an UE4 tutorial. She can select some more Scripts…

Thanks & Cheers

  • Jochen Kapalla

    Or do I have to integrate my own delay controller?

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Best Answer
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Engine Designer is only usable for auditioning in Studio.

You will have to make any delays yourself.

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