1.1.2 • Published 2 years ago

fi.uniarts.soundactor v1.1.2

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Last release
2 years ago

Project Status: WIP – Initial development is in progress, but there has not yet been a stable, usable release suitable for the public. License

About SoundActor

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.


Installing Sound Actor

Step 1

Add needed registries and scopes into your project's package manifest (Packages/manifest.json). For Unity > 2021.x.x this is easily done through project settings.

Use these for the entries:

Uniarts: Name: uniarts URL: https://registry.npmjs.com Scope: fi.uniarts

Keijiro: Name: keijiro URL: https://registry.npmjs.com Scope: jp.keijiro

After adding the above, from Unity's package manager install 'Humanoid Rig Sound Control'.

Step 2

You also need to install and setup the FMOD Unity integration, which you can get from www.fmod.com (requires free account) or from Asset Store.


Using SoundActor

Detailed docs and example video for the usage should be coming. In the meanwhile the basic gist is following;

  1. Add Audio Control Point Controller component to game object. Component tries to look if that game object has humanoid rig (simple lookup via animator) or is it regular game object.
  2. Setup the fmod event name in Connection and output settings
  3. Start adding control points and use the parameter names you have in fmod (fmod control parameter).
  4. Hit play and you should be able to control parameters in fmod side.

Requirements

Currently SoundActor requires the following

If you intend send out data as OSC messages you also need

  • Some OSC capable sound source