edited January 23 in ORK Scripting
I've recently been investigating about installing a more robust sound asset or plugin than Unity's default system.

Has anyone tried using the FMOD integration plugin or the Master Audio asset alongside ORK? Would it require writing an ORK Plugin to redirect the methods used for SFX/Music to the new assets? I want to avoid wading into ORK source if at all possible, for upkeep reasons.
Post edited by Kirb on
Tactics RPG Grid Battle System for ORK
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I make Dead Gear: http://www.deadgeargame.com
Twitter: https://twitter.com/AMO_Crate
  • I'm using Master Audio and it's quite nice. However, my main uses for it were to have multiple triggered music zones, fading, etc. in my world and better management of ambient environment sounds (with its occlusion feature.) So, it's basically functioning independently and unaware of ORK for me at the moment.

    It does have a full Event system and API though so I think it can communicate easily with ORK.

  • Will look into adding audio wrapper settings like the latest version's Unity Wrappers.
    If you're enjoying my products, free updates and support, please consider supporting me on patreon.com!
  • edited January 26
    Awesome! :D

    Even being able to easily and individually set ORK's audio inputs into audio mixer groups would be really good, like Makinom's 'Select Output Mixer Group' setting.
    Post edited by Kirb on
    Tactics RPG Grid Battle System for ORK
    ---------------------------------------
    I make Dead Gear: http://www.deadgeargame.com
    Twitter: https://twitter.com/AMO_Crate
  • Excellent! That is exactly what I could use, some Master Audio integration!
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