ABSTRACT

In our FPS game, there aren’t many other opportunities to implement parameter controls (we’ll use the Score parameter to control the game music, but that’s about all). However, it’s important for a game sound designer to understand these in more detail.

This is why I’ve included a bonus chapter – Parameters 2. Here, you’ll see how to use the speed of a GameObject as an FMOD Parameter.

There’s no obvious place to use this in the FPS level, so we’ll be creating a new Unity Scene, and using another of the Standard Assets – the AircraftJet.

We’ll make the pitch of the aircraft engines change according to its speed, and look at two ways that this can be done, using Automation and FMOD’s Autopitch modulation.