This saved my game! And just in time, too! I was working on a game jam and couldn't get wwise working so I had to switch to FMOD and I wasn't familiar. I had 2 days to learn it and this was the only material I could find that was so thorough! Thank you so much! And please, make more of these. More info on waking surface changing step sounds would be amazing.
I'm really glad to hear the video helped and thank you so much for the kind words! 🙂 It may be a bit before I get around to it, but I definitely plan on making more videos for specific sounds, like the 'surface changing footsteps' sound you mentioned as well as some others!
Absolutely legendary tutorial with insane production value and works absolutely perfectly. I was tearing out my hair trying to get Unity's audio system to function correctly, so I turned to looking for other audio solutions, and lo and behold, this video saves me. Thank you so much
The FMOD tutorial is great. I am a complete newbie to both FMOD and Unity but know a bit about digital audio. I installed the newest Unity (2022.3.20f1) and this didn't work until I also installed 2021.3.11f1. Now I'm back with your tutorial. Thanks for the content.
Hey thanks for the Tutorial! A small tip for people who'll use this for a WebGL jam game like I did: Even though maybe not too great for performance, get the Bus directly in Update, not in Awake if your AudioManager will be in the first loaded scene. Assigning the busses in Awake will lead to timing issues in the build and the volume sliders will not work. Took me a while to figure that out, since it will work in the editor - just not in the build. Edit: I had that problem somewhere else, too when I assigned EventInstances for the music directly in Start(). That also lead to timing issues and the music not playing in-build.
Finally a programmer who is going in depth with FMOD implementation and can explain things clearly! I just have a question, sorry if it’s a little trivial but I don’t have much experience with coding. At 17:02 you said “when the instance is null”, but shouldn’t it be not-null?
Hey there and glad to hear! 🙂 That's my bad and you are correct. I meant to say "when the instance *isn't* null" since that's what we're checking for there. Sorry for the confusion! If that bit of code is a bit confusing still (for you or others reading), watching a couple videos on the 'Singleton Design Pattern' should help clear up what's happening there - since I really didn't go into much detail for this video. I hope that helps a bit and best of luck!
@@ShapedByRainStudios absolutely, thank you. And yes I found your singleton video, which I need to watch a couple more times, because there's so much to unpack. This stuff is gold! Please keep doing these videos, no one else is making content like it. Except maybe Scott Games Sound, but his style is more conversational, while you're definitely more focused and have a clear way to explain complex concepts.
This video was quite helpful, thanks! Just a suggestion: instead of adding logic that's not essential for the character movement (like sound) or other script, add some observable delegates that are invoked when the player do the actions you need. Then create a script just to handle the audio related to the player audio (PlayerSoundController) and inside that you can assign those delegates from the player to call the sound methods of the audio system, separating the logic that manages the sound itself and the player. This is called the Observable Pattern and it's quite handy in such cases
This is the most useful tutorial and the only one I cound find which explains background music smooth transition. I had been searching for two hours before I have found this.
Outstanding tutorial. Assuming you have some teaching experience as this was a breeze to follow. FMOD should be working with you as this is far and above the best way to learn integration!
Another excellent tutorial! Definitely going to add this to my project. The audio manager I replicated from one of Brackeys videos just doesn't cut it, and the audio is constantly freaking out despite doing exactly what he did.
FMOD should be chasing you down to add this tutorial with the complete Unity Project files to their website, because it is the next logical building-block knowledge-wise after watching a practicing what they have to offer on the site.
LoL, thanks for the tutorial, I was looking for a more flexible audio system in Unity. You just created a good system for my project, well explained from start to finish. Thanks again cheers.
You are the best game dev tutorial maker there is on the entirety of the internet!!! I really mean it, once more you have helped me introducing something to my game that I would spend literally weeks trying to, in an optimized and functional way! I can't thank you enough, and I hope that, when my game is ready, I can support you and your amazing work and I hope it reaches ever more game developers across the globe. You really are gifting everyone with valuable knowledge that isn't easy to find and still you are not charging anything for it, and so I am sure that you must and will be recognized for it 😁
Thanks so much for the kind words! It's been a lot of looking through the docs and trial/error, haha. There's another RU-vid channel, called @ScottGameSounds , which was a huge help with learning my way around FMOD + Unity.
Thanks for tutorial. How to make a transition on trigger to change normal to reverb or another effect, like cave effect or underwater for all sfx's? And how to make the music continue to play in changing scenes?
I am not sure what you will answer after so much time, but I will still ask - how do I get the music to play continuously even after switching between scenes? In my platformer, each room is a separate scene, so should I use DontDestroyOnLoad() or something like that to keep the music playing even after the transition? And then how not to run it twice (It's probably just necessary to check whether she's already playing or not, but I'm not sure how to do it correctly without unnecessary if) And thanks for this video, it's insanely useful
Hey there and thank you for the kind words! I'm really glad to hear the video was useful! Correct, I would use DontDestroyOnLoad for the Audio Management GameObjects in the scene so that they aren't destroyed with the scene transitions. As you mentioned though, this may cause some issues and require some small adjustments to the system. I haven't played around enough with scene transitions in this system enough to know exactly what you'll run into, but here's the main thing I believe you'll run into: For objects that exist in multiple scenes (let's say the AudioManager class), when you transition scenes and using DontDestroyOnLoad, you want to ensure that you don't have multiple. We can do this by Destroying the newest AudioManager gameobject. This is a small change since the AudioManager is already a Singleton class. Check out this video, by Samyam, on Singletons. Specifically the 'PersistentSingleton DontDestroyOnLoad' section of the video. That'll give you an idea of how to go about it so that you don't end up with multiple AudioManagers. - ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-Ova7l0UB26U.html&t I hope that helps and best of luck!
I’m working on this but because of turning off in game audio I found out the audio dialogue made from the audio video doesn’t work anymore. Do you know a way to make it work with that tutorial and enable dialogue noise again?
For the section on Cross Fading Between Music Tracks, I was able to get it to work with Song A switching to Song B and back and forth, just like in the video. The problem I'm having is that I tried to set this up with a new song using a new parameter, but now it won't work for the new song. My setup with the nested events in FMOD is: HubMusic >HubMusic > Zone1Music ~~ Zone1Level1Music > Level1Music >VictoryMusic ~~~~ I have a parameter set on each of this songs, but now my enum in C# looks like this: HUB = 0, ZONE1 = 1, LEVELMUSIC = 0, VICTORYMUSIC = 1, ~~~ Any ideas on how to resolve this issue?
I've just opened it but all the sound are already implemented ! have you a version of the project to implement along your video ? cause the one on github is already full...
Hey there! The starting point for the video can be found on the '1-starting-point' branch for that Github project. You can use that to follow along with the video. Hope that helps and best of luck! Here's a link for convenience to that branch - github.com/trevermock/fmod-audio-system/tree/1-starting-point
Is there a risk of FMOD messing your project up completely if I install it? Only asking because I tried to implement a Unity based audio manager in similar fashion to your GameData manager, i.e. doNotDestroyOnLoad approach, but for some reason it breaks the save game function completely, cannot even start a new game if AudioManager is enabled. Was thinking of trying FMOD instead, but I'm afraid it breaks the project and I lose hundreds of hours of project development :D
Hey there! 🙂 I personally haven't heard of any issues with FMOD messing up a Unity project, but there's always some risk when integrating new technologies into a project. I HIGHLY recommend using *version control* , so that way if things do break, you can roll back those changes and not loose your progress. If you (or anyone reading this in the future) is new to the concept of version control, this looked like an excellent introduction to the topic, in the context of a Unity project, done by Dapper Dino - ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-Is1rHR2wzpU.html I hope that helps and best of luck to you!
Hey there! My best guess is that it may have to do with how the isGrounded boolean is being handled in your character controller. I would start debugging by checking if that is true when colliding with a coin. Assuming it is, you'll need something to differentiate the coin colliders from ground colliders. In the example project used for this video, ground colliders are in a Ground Layer and the player controller uses a layer mask when raycasting to set the isGrounded variable. With that setup, isGrounded is only true when colliding with colliders in the ground layer of the game. Hence, since coins don't have the ground layer, isGrounded remains false. If you need a bit more guidance, be sure to check out the project code on Github to see how that's set up. - github.com/trevermock/fmod-audio-system/blob/2-audio-system-implemented/audio-system-unity-project/Assets/Scripts/Player/CharacterController2D.cs I hope that helps a bit and best of luck!
hello there! I was wondering, how could i make it so when my player has multiple footstep events (walking and running) i could change between these two when a key is held? I tried doing it on my own but only one event plays no matter what
If you're using the new Input System, I would assume you check to make sure that your running action and your walking action are separate and apply the sound cues to the events. That's just a guess though.
what do i do if i don't have an '' if(disablemovement) '' function in my player controller. How do I handle the stopping of footsteps? Using a topdown 2d game if relevant!
another thing ive noticed, not sure if because of the isometric and 4 directional movement of the player (of topdown 2d). The footstep sounds are only playing when player moves Left/right and not for up/down movement. Any help is appreciated!!