
In this tutorial we will be learning about Multi Instruments to add more variation and setting up some more ambiance via changing footstep sounds based on the surface that the player is walking on. We then covered the basics of FMOD events, the foundation for most of our game audio logic, taking a lot of programming effort from Unity and presenting it in a more intuitive fashion in FMOD Studio. In Part 1 we set up an FMOD Studio project and integrated it into Unity. Designing for accessibility is not just great for inclusivity, it also helps make a more atmospheric game for everyone! This tutorial follows directly on from the last, so if you haven’t read Part 1, please check it out first here. Welcome to Part 2 of my sound design series about implementing sound events using Unity and FMOD, which looks at making our games more sight-impaired-accessible. Multi Instrument & Volume Automation Final Thoughts.Container – Footstep Changing Logic In FMOD.


Adding Variation to the Multi Instrument Container.
