Unity/FMOD Assignment

This is the current working build of the ‘Sci-fi’ level as part of my university course. This assignment is split into 2 parts, a Unity project and an FMOD project. The point of the Unity level is to implement various looping ambient sounds as well as showing our ability to make triggers for sound effects that we had to record/create ourselves. I chose to implement 2 ambient sounds, a buzzing from the generators as well as random computer noises, and 3 triggered sound effects, bumping into a door, a wooden box and a metal box.

unity

Adding ambient sounds in Unity is really straight forward. All you do is simply drag and drop your sound from your assets into the scene, from there it’s just a case of positioning it and tweaking the settings to your liking. As for triggers, this can be more difficult as it requires a script.

The script I used was:

#pragma strict
var Sound : AudioClip;

function OnTriggerEnter(){
GetComponent.<AudioSource>().PlayOneShot(Sound);
}

In order to get this working you had to either add in a cube on the object you want as a trigger  or duplicate the object then turn the mesh rendering off so it is in the same place but you just can’t see it. Make sure that under the ‘box collider’ settings the ‘is trigger’ box is ticked. Add an Audio Source component to the object but don’t link the sound under those settings, you must add the script to the object which will then give you the option to add the asset under the scripts settings.

 

The rest of the project was carried out using FMOD, however our tutor has asked that we don’t integrate our FMOD assets with the Unity project to make the whole grading process quicker and easier. In FMOD we were asked to create assets that randomly changed pitch when played as well as having sound effects that were controlled by various parameters e.g player health, time of day etc. FMOD has quite a user-friendly interface making it easy to use and get on with.

fmod

To randomly change the pitch of sounds all you need to do is import them into FMOD and place them on the timeline. From there you then just click the on the sound you want to change, a panel will appear near the bottom of the screen with a few parameters to change including pitch. You right click on pitch > add modulation > random. You can then leave it so the pitch will be completely random or you can set the minimum and maximum value to have it change within a specific range.

Making parameter controlled sound effects seemed really difficult at first but it was actually quite simple. Just right click on the timeline, add a parameter and name it after the controlling factor (e.g health, time) and set the value range, for example I did player health so the value range would be 0-100. First you add markers so that when you add transitions it will know which asset to go to, you then create a looping region for each sound so it won’t move on to the next asset by itself. Finally you add in the transitions and set their values to dictate which sound effect it will go to when it is at a certain number. For example my ‘low health’ transition is set from 0-10 so when the parameter is between 0-10 it will change to the low health sound.

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