Challenge 3: Health Crate Audio
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:
| Criteria | Points |
|---|---|
| All sounds are 3D and get louder as the player approaches | 3 |
| The looping hum stops once the player collects health | 3 |
| Instances are properly destroyed when no longer needed | 2 |
| FMOD namespaces are used to shorten your code | 2 |
| The one-shot triggers only when the player interacts with the health crate | 2 |
| Bonus: Add a delay to the one-shot that increases as the player’s health decreases | 3 |
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.