massive FMOD spike in a project that doesn't use FMOD


what’s that all about?
how do i remove fmod in 2020.1.17?

There is no such thing. Unity’s audio system is built on an older FMOD version.

You can disable the audio system in the project settings.

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sounds like quite an undertaking to replace the built in unity audio, have you done it?

With third-party engines like FMOD (using with Studio) and Wwise, sure, it’s just install the other and disable Unity’s built-in in the project settings/Audio section.

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It seems easier than I imagine. What were the reasons to switch? And any headaches in doing so?

Well, my main reason is that built-in audio is quite basic. FMOD Studio has vertical integration, events and many more features. So you can build SFX and music which can respond to in-game events / data easily.
I won’t lie to you, obviously you will have to learn how to utilize these things, but once you get the hang of it, it’s more easier than people think. Especially because the main editor functions like a timeline manipulating sound files.
In case of FMOD, with the FMOD unity package, calling the FMOD thread is also easy. I think Wwise has similar integration and similar editor. I just like FMOD better and FMOD doesn’t have asset limit in the free tier.

Of course as always, check the license agreement in what capacity can you use the middleware of your choice.

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That’s great advise, I do have a full component that handles sound events and randomization of clip and pitch
How is performance? You use FMOD on anemic hardware? How fast and efficient are sound culling and spatial imaging?

also can the unity audio mixer be used with third party? I have snapshots rigged everywhere

Yeah the same exist in FMOD Studio and more.

I only have experience with desktops (I do not work with mobiles and consoles are out of my reach so far), I found no issues so far. The only thing you need to keep in mind that just like the built-in audio, it runs on a separate thread.

Can you elaborate? I do not know what anemic means and I haven’t found any relevant info immediately upon Google search.

I don’t think so.

I really think you should try it. It’s free. You can find the FMOD Studio here: https://fmod.com/
You can find the Unity Package here: https://assetstore.unity.com/packages/tools/audio/fmod-for-unity-161631

Build a quick test-project and see it for yourself. The only thing you really need to learn (mostly by experience) how to organize. Sound banks and folders inside Studio and on disk, so you can have efficient version controlling. For example I organize my project like this (assume “Test” is the name of the project):

  • Test (also git root)
    – Builds (the unity builds go here)
    – FMOD for FMOD Project
    – Test
    – SourceAssets (the raw assets I want to version control outside of Unity go here)
    – .gitignore
    – Credits.md (the list of people/organization go here I need to credit in the final product)
    – ThirdPartyNotices.md (the list of 3rd-party licenses I need to include in the final build go here)

In the FMOD unity asset you will need to point to the FMOD project so they can copy the sound banks into the project.

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I’ll take it for a spin, thanks for the heads up.
By the way, which version of FMOD runs on current unity builds 2020 and up

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I recommend the 2.01.09 Studio with the latest unity package. The reason is, they validate every second version against Unity and the 2.01.09 is “unity verified”. Obviously for experimentation, you can later try the early access version too, but be aware that it’s not guaranteed to work.

Ok I’ll try that one, and which version of FMOD is integrated inside Unity?

I don’t think this is publicly available information. At least I don’t remember reading about it anywhere.
But as far as I remember, it was included in Unity 5 and I do not think it was ever updated substantially, so quite a bit old at this point. Disclaimer: I’m not a primary audio guy though.

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