playMaker

Author Topic: FMOD  (Read 1127 times)

JonathanBurroughs

  • Junior Playmaker
  • **
  • Posts: 73
  • Some kind of independent game developer
    • View Profile
    • @HiFiHair
FMOD
« on: April 24, 2014, 05:21:30 AM »
http://www.gamasutra.com/view/news/212696/FMOD_Studio_audio_tools_now_completely_free_for_indies.php

With the recent announcement of FMOD going free for indies with budgets under $100,000 it's looking really tempting to make use of a mature audio toolset like this on a project.

A big appeal of FMOD over existing Unity add-ons like Master Audio and SoundManagerPro is that it's industry standard, so composers unfamiliar with Unity pipelines can get to grips with it really fast and that it allows for collaboration outside the Unity environment. So I can write scripts to trigger events which an offsite composer is managing in their own FMOD project.

Does anybody have any experience using FMOD in conjunction with playMaker? Any advice would be really appreciated!

JonathanBurroughs

  • Junior Playmaker
  • **
  • Posts: 73
  • Some kind of independent game developer
    • View Profile
    • @HiFiHair
Re: FMOD
« Reply #1 on: April 29, 2014, 05:37:41 AM »
Just going to give this a little bump. Any advice gratefully received!