This package adds Audio Control Point Controller -component which lets you to control how sounds are manipulated and played out from FMOD project or from any OSC controlled audio software/platform.
When used with humanoid rigged character you can use any bone in the rig to control selected attribute in FMOD to alter the sound or send the point's control data as OSC command to be used in a desired way. The control data is either absolute position on selected axis, velocity or distance between selected bone to another bone or to outside game object.
When used on regular game object all the same applies with the obvious difference that humanoid bones are not available.
Add this into your project's package manifest
"fi.uniarts.soundactor": "https://github.com/LSDdev/SoundActor.git"
You also need to setup the FMOD Unity integration, which you can get from www.fmod.com (requires free account) or from Asset Store.
Once you have imported the integration into your project you need to create Unity's assembly definitions for FMOD in order to use this package. Go to your assets and locate the FMOD plugin and locate the Runtime folder under src. Create asmdef with a name of FMODUnity under Runtime and add Timeline as dependancy. That's all.
Docs for the usage should be coming.
Currently SoundActor requires the following
- 2019.3 or later
- FMODUnity integration package
- FMOD Studio
If you intend send out data as OSC messages you also need
- OscJack
- Some OSC capable sound source