I’ve been using Wwise and I don’t exactly see what’s so great about it? Everything I’ve done so far I could’ve done in Unity and easier. I get that you can design audio with their software and integrate it into Unity but it’s such a long process, when I could’ve just drag and drop my audio files Unity and edit it in another software if I wanted to (which I haven’t found the need to do so). Also, I feel like it’s missing a lot of basic features such as audio.IsPlaying() and audio.Length. Should I continue using this product if I don’t plan to have a sound designer in my project? Thanks.
https://annesoaudio.com/2016/06/12/audio-middleware-comparion-wwisefmodfabric/
Just a google search away.
This may be totally and completely unrelated, but Nier Automata has a fascinating soundscape which involves different sound effects adding to or being removed from the currently playing track in real time. I don’t know what they used to do this, but I can’t imagine something like that could be done in Unity’s audio engine.
If you don’t benefit from it don’t feel the need for it, you shouldn’t continue to use it.
The reason why people use fmod, is because it allows you to control many aspects of sounds, and make complex effects that are adjustable at runtime. For example, you can make a sound that will have slightly random pitch adjustment every time it is played - without you doing any extra work at the scripting side. It pretty much acts like a DAW with parameters adjustable while the game is running. I also recall that it allowed more complex control over looping sounds. For example, you could make an “intro->loop->outro” kind of track which will start looping, will continue playing till some condition is played, and then gracefully transition to outro segment. It could also have alternative segments…
Basically, if don’t feel the need for it, you don’t have to use it, but a sound designer will probably ask for it.
I agree that it does not contain basic features such as audio.IsPlaying() and audio.Length.
If you’re happy with the simplicity of the Unity solution, you should stop using the middlewares, I think. But since these are basically industry-standard to maintain your familiarity with them never hurts. And on the top of that you don’t always know that you won’t need some elaborate feature, like layered music composites, which cannot be built in Unity.
Like this: