- You may get errors on first load, hit play or ignore them until Unity is pointing to the FMOD project file.
- You will need to adjust/create the path to the
FMODBanks
folder, located in the root (e.g. a sibling toAssets
folder. - FMOD > EDIT SETTINGS
- In settings, you will use the "Single Project Build" button
- Browse... and find your local path to
FMODBanks
- This will likely require the banks to be refreshed FMOD > REFRESH BANKS
Audio Repo : https://github.com/webthingee/FMODAudio
Audio Repo : https://github.com/webthingee/FMODAudio
- Structure w/ both repos should look like this example:
drwxr-xr-x 8 user staff 256 Apr 1 15:55 FMODAudio
drwxr-xr-x 8 user staff 256 Apr 1 15:55 FMODGame
- The important part is that the FMOD project files and the UNITY project are not in the same hierarchy. The specific are really up to you.
- You may get errors on first load, hit play or ignore them until Unity is pointing to the FMOD project file.
- FMOD > EDIT SETTINGS
- In settings, you will use the "Project" button
- Browse... and find your local path to FMOD project you got from git.
- This will likely require the banks to be refreshed FMOD > REFRESH BANKS
NOTE:
- The sound dev will be able to use the Project, to create the .bank files in the /StreamingAssets folder. - however -
- Before commiting the GAME to the repo. The sound dev will need to copy the .bank files to the FMODBanks folder referenced above.
- There is a scene in the FMOD_UI for testing.
- You may need to assing Music and a Test sound effect. Both of which need to be 2D at the moment.
- Using a holdDirectory.MD file to ensure some directories are created and the .meta is tracked in and effort to make conflicts less likely.