Hello!
I’m currently working on a software project that generates audio plugins on the fly, with dedicated support for Unity. I have now realised that it’s going to be essential to create an AudioMixer asset automatically (e.g. via C# script), attach the plugin and expose the parameters to other entities. So my question is: is there currently any way of doing this? I’m able to generate other assets, such as animations, with help of the UnityEditor namespace, but can’t seem to find a way of doing the same for the AudioMixer. As an alternative, is there a way of parsing the *.mixer asset and modifying its contents?
Any help would be much appreciated - I promise remuneration in the form of awesome new audio functionality for Unity
Thanks!
-Chris