Using FMOD sounds in Unity without an event emitter

Hi folks,

I’m working on a small Unity project, which includes an audio sequencer. For that sequencer I’m trying to integrate FMOD events to control the effects in runtime. However the sequencer is working with audioclips, which are predefined via the Unity Inspector. I tried to use the audioclips, that are stored in the FMOD asset folder inside my Unity project, after building. The sounds are playing, but I can’t see them playing in my FMOD mixer, neither can I change effects. If I use a studio event emitter, all that stuff is working fine.

So my question: Is it possible to utilize FMOD sounds without the use of an emitter and only with the use of the soundfile itself?

Thanks for your help!

You can use sound files if you wish.
There are two ways you can go about it:

Using the FMOD Low Level System which relies on you doing almost all the scripting yourself.

Using FMOD Studio System can require less scripting but will need programmer sounds setup in Studio to play the sound files through.

So it really depends if you want to use Studio or not. Start by having a look at this Scripting page of our Unity documentation. You will already have access to the Low Level and Studio systems through the integration. You may just need to have a look see what will suit your needs best.