To my dismay, it seems that both Unity 4.6 and Unity 5.0 are flaky when detecting surround sound capabilities. There isn’t a lot of chatter about this issue for some reason, but there is some:
I built some small test projects in both of those Unity versions with a 3D sound rotating around a listener and displayed the detected audio capabilities (“caps”) on the screen. On my PC hooked to a 5.1 receiver, Unity detected only stereo with both builds. I tried the same thing in Unity 5.0 using the FMOD integration, and surround sound did work with that.
The sad thing is, I believe Unity uses some flavor of FMOD internally for their audio engine anyway, so it’s puzzling that the behavior is that much different.
I’m tempted to switch to FMOD for better surround sound support alone, but I’m a bit nervous. The audio in my current game is already working (I use Master Audio, which is a front end to the built-in Unity audio), so it would take some work.
So does anyone have experience with Unity + FMOD? FMOD is free to use if your game budget is under $100k. Here’s what I see as the pros and cons. Any others?
FMOD Pros:
Surround sound “just works”. This alone may be reason enough to switch.
Some nice tools, like 3D sound preview and profiling.
FMOD Cons:
There is a learning curve on FMOD Studio
Converting all existing audio over could be a lot of work
Not integrated into Unity
Doesn’t work in web players (not a concern on my current project)
Unknown if there would be issues when porting to platforms like PS4
I realize that audio isn’t generally a popular topic, and 5.1/7.1 surround sound even less so. But there should be more passion about this, especially in the age of VR where immersive audio is going to be more and more important.