Final Group Project — FMOD + Unity Audio Implementation

Overview

You will work in teams of three or four, taking on industry-style roles: Composer, Sound Designer, Technical Sound Designer/Integrator, and (optional) Audio Lead/Producer. Roles may overlap, but every student should have a primary and secondary responsibility.

You may either:

  • Path A: Collaborate with Game Design students on an in-progress Unity game.
  • Path B: Retrofit audio into a free/licensed Unity project.

This is an ungrading project. Your evaluation will be based on completeness, application of semester concepts, collaboration, and reflection — not point-by-point scoring. Your work will grow each week by adding new FMOD + Unity features you’ve learned throughout the semester.


Proposal & Asset List (Submitted Before the Main Project)

Before beginning work, you will submit an Asset List Proposal in a separate assignment:

  • Use this Google Sheet template as a starting point.
  • Create at least 20 events for your game; each event can have multiple audio assets.
  • Include team member names, your game title, and role assignments (who will do what).
  • Treat this as your project proposal — it will guide your work for the rest of the project.
  • You will submit the completed and updated version of this list again at the end of the project.

Project Goals

By the end of the five weeks, your game should include:

Core FMOD Integration

  • Unity ↔ FMOD linked correctly.
  • Event instances, 3D positioning, and spatialization.

Interactive Audio

  • ≥2 gameplay-driven parameters affecting audio.
  • Audio attached to animations.
  • PlayOneShot usage for one-off SFX.

Adaptive Music

  • At least 3 musical states (e.g., explore, tension, combat).
  • One vertical layering system.
  • One horizontal transition with sync points.

Mixing & Performance

  • Bus and VCA control.
  • Snapshot-based mix changes.
  • Voice limiting and asset compression decisions.

Advanced Feature (if we get to it)

  • At least one from Module 6 (return functions, delegates, event callbacks, or programmer instruments).

Original Content

  • Original music composed by students.
  • Field/studio recordings for SFX when possible.

Milestones

Week 1 — Core Integration & Asset Planning

  • Set up Unity + FMOD.
  • Submit Asset List Proposal (separate assignment).
  • Implement and trigger at least 5 core sounds with 3D positioning.

Week 2 — Parameters & Animation Hooks

  • Add gameplay-driven parameters.
  • Attach audio to animations (e.g., footsteps).
  • Use PlayOneShot for quick effects.

Week 3 — Multi-Script Control & Early Adaptive Music

  • Control audio across multiple scripts.
  • Add at least 2 music states and a transition between them.
  • Begin bus control for mixing.

Week 4 — Mix, Snapshots & Optimization

  • Add snapshot-based mix changes.
  • Implement VCAs.
  • Add third music state and vertical layering.
  • Begin performance optimization.

Week 5 — Advanced Feature & Final Polish

  • Implement at least one Module 6 advanced feature.
  • Finalize mix and transitions.
  • Prepare documentation, screen recording, and postmortem.

Final Deliverables

  • Playable build (PC/WebGL) + cleaned Unity and FMOD projects.
  • Final Asset List (updated from proposal) showing planned vs. completed assets and who did what.
  • Screen recording demonstrating all features.
  • Postmortem & Self-Assessment (1–2 pages):
    • What you achieved.
    • How you applied course concepts.
    • Challenges and how you solved them.
    • What you would do next if you had more time.