Driving FMOD Parameters from Unity: Teleport Sound Example
Introduction In this tutorial, you’ll build a reactive teleportation sound system by controlling FMOD parameters from Unity using C#. You’ll learn to:
Create and automate parameters in FMOD Instantiate and attach FMOD events in Unity Dynamically set parameter values via C# scripts Trigger sound transitions via Unity collision events FMOD Parameters are made up of a range of values that can be adjusted in real-time inside our game. This allows us to create dynamic audio that responds to gameplay events, such as a player entering a teleporter.
Attaching Audio to Animations with FMOD and Unity
Introduction This post walks through a practical pipeline for triggering FMOD sound events from Unity Animation Events so your character’s footsteps, landings, and swishes line up precisely with what’s on screen. We’ll build a reusable C# function that can be called from any Animation Event and, later, accept the FMOD event path as a parameter—setting us up to drive parameters (like surface material) in a follow-up lesson.
What You’ll Build An FMOD event for a footstep, with a Material parameter that selects between multiple surface types.