FMOD to Unity Live: Audio Implementation
summary
Builds a tiny Unity prototype and shows the exact pipeline: designing clips in Reaper (using NVK take/export scripts), exporting batches into FMOD, creating multi‑instruments and scatterer instruments and sandbox scene for ambiences, then wiring events to Unity animation events that call playSFX with string names. Demonstrates a reusable dynamic EQ driven by player velocity as an effect preset, uses FMOD live update from FMOD to Unity and the profiler; most systems work live though a few small integration glitches appear.
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chapters (14)
- 0:00Introduction
- 1:25Live game demo
- 3:09Sound design in Reaper
- 14:46Importing sounds in FMOD
- 21:59Dynamic armor sounds
- 28:07Reusing effect presets
- 32:32FMOD and Unity animation
- 39:48Live Unity updates
- 42:19Forest ambience with scatterer
- 53:50Optimizing tree sounds
- 1:00:11FMOD profiler debugging
- 1:05:40Looping music transitions
- 1:14:17Randomizing music stems
- 1:27:21Q&A








