sound design

  • In my last post I explained how to attach an FMOD_StudioEventEmitter component to a game object, then, play it by adding a short line of code to the relevant script. Another method of playing FMOD events is attaching them to animations, this allows for much greater control with the ability to trigger sounds at any point

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  • After a lot of trial and error, tutorials and trouble shooting I managed to get my first FMOD & Unity integration project working using the Space Shooter complete project from the Unity Asset Store. Implementation The Space Shooter complete project comes with sound already in game using the Unity audio engine. The sounds are all basically

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  • The last few days have mostly been about designing a new palette for the game I’ve been working on Button Up!. In its first iteration Button Up! was Molecule Match, the game mechanics are essentially the same (not accounting for the developments since then) but with a new theme. So as the theme changed from a science

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  • This week I decided it was time to get my hands dirty and get to grips with Wwise. Reading through forum posts and various subreddits, whenever someone asks which implementation software they should learn theres nearly always a resounding answer of “ALL OF THEM”. I’ve had a play about with FMOD in the past but

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