FMOD
The character controller is integrated with FMOD allowing you to use FMOD for audio instead of Unity’s Audio Source. This integration can be downloaded from the page listed below.
Setup
- Install the integration from the downloads page.
- Select the scene AudioManager.
- Assign FMODAudioManagerModule.asset to the AudioManager Module field.
- If needed, assign a Default Audio Config on the module.
- Keep using Opsive AudioConfig and AudioClipSet assets as usual.
How Event Resolution Works
- The module does not play the waveform stored in a Unity AudioClip.
- Each AudioClip acts as a placeholder key that resolves to an FMOD event.
- Direct mappings are defined on FMODAudioManagerModule.asset with Audio Clip Event Mappings.
- If no direct mapping exists, the module falls back to:
Default Event Path Prefix + AudioClip.name - The default prefix is event:/, so a clip named Footstep resolves to:
event:/Footstep
Recommended Workflow
- Create or reuse Opsive AudioConfig assets normally.
- Add one placeholder AudioClip entry for each sound choice you want Opsive to select from.
- In FMODAudioManagerModule.asset, map each placeholder AudioClip to an FMODUnity.EventReference.
- Use AudioConfig clip selection modes such as Random, Sequence, or Index to choose between different mapped FMOD events.
Troubleshooting
- If you see: [FMOD] No event mapping was found for AudioClip ‘SomeClip’ then add a direct mapping or change the Default Event Path Prefix.
- If an event reference exists but nothing plays, make sure the FMOD banks are loaded and the event is valid.
- If you rely on fallback naming, verify the resolved path matches the FMOD event path exactly.
Notes
- Direct mappings are the safest setup.
- Placeholder AudioClips are only identifiers for Opsive’s audio data. The actual playback comes from FMOD.
- For advanced FMOD features such as parameters, buses, snapshots, or custom emitter logic, use FMOD scripts/components directly alongside this module.