Overview⌗

In this challenge, you’ll design and implement the audio behavior for the Health Crate in Unity using FMOD. The crate should emit a looping hum before interaction and trigger a one-shot burst when the player collects health.


Objectives⌗

  • Integrate FMOD events with Unity using correct namespaces and instance management.
  • Implement 3D spatialization so the audio responds to distance.
  • Use parameters to automate playback and control transitions.
  • Apply event lifecycle management to avoid leaks and redundant instances.

Criteria (12 Points Total)⌗

Follow the criteria below to complete the challenge:

CriteriaPoints
All sounds are 3D and get louder as the player approaches3
The looping hum stops once the player collects health3
Instances are properly destroyed when no longer needed2
FMOD namespaces are used to shorten your code2
The one-shot triggers only when the player interacts with the health crate2
Bonus: Add a delay to the one-shot that increases as the player’s health decreases3

Hints & Resources⌗

  • Audio files are in your FMOD project under: Audio Bin → Interactables → Health Boxes
    • Box Loop (for the hum)
    • Box Open (for the one-shot)
  • Lessons that may help:
    • Using Play-One-Shot’s
    • Automating Audio with Parameters: Part 1 & 2
  • To find the player’s health, open the Damageable script on the Ellen GameObject.

Deliverables⌗

  • Short video (1–2 minutes): Demonstrate the crate’s audio behavior in-game.
    • Show the 3D hum changing with distance.
    • Interact with the crate to trigger the one-shot.
    • (Optional bonus) Demonstrate the delay effect at different health levels.

Reflection Prompt⌗

Write 100–150 words explaining:

  • How you structured your FMOD event.
  • How you managed start/stop logic in Unity.
  • (If you completed the bonus) How your delay changes with player health.