FMOD Scripting Toolkit for Unity

The perfect starting point for creating your own FMOD scripts in Unity.

This toolkit will provide a solid foundation for building your own library of custom FMOD C# scripts. It is not meant to be a comprehensive package of every possible FMOD function, but instead aims to kickstart your knowledge with a series of practical, in-depth examples.

Also available on the Unity Asset Store

What comes "in the box"?

With the scripts included in this toolkit, you will be able to:


  • Play a one-shot sound
  • Play a one-shot sound attached to a game object
  • Play a sound from an animation event in Unity
  • Change a global parameter value
  • Set the volume of a VCA
  • Fade the volume of a VCA
  • Looping sound manager (for music, ambience, etc...):
    • Play a looping sound
    • Stop a looping sound
    • Stop all looping sounds
    • Change a local event parameter value
    • Resume a looping sound from a previous position

The toolkit comes bundled with a demo Unity project which includes basic implementation examples to help get you started.

FAQ:

Is this the right product for me?

Are you a sound designer implementing your own sounds in FMOD/Unity for the first time? Are you working on a project without dedicated audio programming support? Do you want to be able to take the creative reigns and implement your own audio hooks into your game's codebase?


If you answered yes to any of these questions, then I have good news – this was built specifically for you!

Do I need to know C#?

Well, yes and no. Having at least a basic understanding of how to read programming languages will help immensely in understanding how to put this toolkit to use. If you're already in that camp, then you're good to go!


If this is your first time working with code, however, you'll probably need to do a bit of homework to get up to speed. For starters, I would recommend looking up a few basic C# Unity tutorials so you can begin to understand the terminology and find your way around. I built this toolkit in a way that should take care of most of the heavy lifting and give you plenty of examples to build from, but you'll need to take the first steps on your own.

Is this a tutorial?

No. There are examples included in the package to demonstrate how the scripts can be used, but this isn't intended to teach you how to script or add hooks to your game. Every project will have different needs. You need to be willing to poke around and experiment. You may find yourself altering these scripts to fit your specific goals, or using them as a template to write your own. And you will without a doubt need to get cozy with the FMOD API.


Just remember – play around, experiment, try new things, break things, and then hopefully fix them! There's no one "right way" to do things. These scripts have worked well for me, and I hope they will save you the time and trouble I went through learning the hard way.

Why did you create this toolkit?

It's a common theme when starting out as a sound designer, especially on indie projects, to take on the responsibility of middleware and implementation. It's all part of audio, right? I've been asked many times by sound designers starting out where they should begin, and there has never been a great answer to the question. After sharing my personal scripts with a few colleagues and hearing how useful they were, I decided it was time to solve that problem. And here we are!


(On a side note, I highly recommend checking out the Celeste FMOD commentary and downloading the game's FMOD Studio project – it's well worth your time.)

Why should I purchase this? Do I really need it?

Well, honestly, you don't! In fact, when I started out, there was nothing like this available. I made quick friends with the FMOD forums and got plenty of practice searching through obscure corners of the internet. This toolkit is a compilation of all of the tips and tricks I learned along the way, bundled into one handy package – and with it, you can spend more time creating awesome audio and less time struggling with the tools.

So then, why should I spend my hard earned-money? You just said I don't need it!

You're purchasing years of experience. You can absolutely find the information available in this toolkit for free if you are willing to spend the time hunting it down and piecing it together. I want to help you succeed without having to face the same hurdles I went through.


Think of it as an investment in your time.


You get to download answers to questions you don't know you have yet – and with that, you can reinvest your energy into making your projects sound that much more awesome! 😊

Awesome! But, who is Energy Tank Studios?

Why, thank you for asking! This toolkit was created by Zeke Fenelon, Technical Sound Designer at 343 Industries currently working on Halo Infinite. He is also the sound designer and implementer for Spirit of Midnight by Good Badger and Gravastar by Studio Atma.

Have a question? Still not sure if this is for you?

No problem! Feel free to reach out at hello@energytankstudios.com. If you tell me what you're looking for, I will promise to give you an honest answer as to whether or not this toolkit is the right fit for you.