Unity Integration 2.03

This section controls how your FMOD Studio .bank files are imported into the Unity project.

Specifies the method FMOD for Unity uses to access your source .bank files.
FMOD Studio Project - You have an FMOD Studio project with .bank files located in the Build directory. You specify the location of the project in the Studio Project Path setting and FMOD for Unity accesses the Build directory within it.
Single Platform Build - You have a directory containing .bank files for a single platform. You specify the location of the directory in the Build Path setting.
Multiple Platform Build - You have a directory containing .bank files for multiple platforms, with each platform in its own subdirectory. You specify the location of the top-level directory in the Build Path setting.
Specifies the location and format of the .bank files within your Unity project. When changing this setting you will be given the option to delete the .bank files that were created for the previous Import Type.
Streaming Assets - Copy the .bank files into the StreamingAssets folder, which is built into the main game package and can be accessed directly by the runtime. The .bank files are copied to a location determined by the FMOD Bank Sub Folder setting. This option enables the use of the Load Banks setting and the FMOD Studio Bank Loader component.
Asset Bundle - Copy .bank files into Unity TextAssets, which can be packed into Unity Asset Bundles or Addressables and downloaded separately from the main package. The TextAssets are created in a location determined by the FMOD Asset Sub Folder setting. FMOD for Unity initially creates stub TextAssets, which should be added to source control; the stubs are replaced with the full .bank file contents at build time. This option disables all automatic bank loading - it is the game's responsibility to load all .bank files from script. See RuntimeManager.LoadBank(TextAsset asset).
The location relative to the StreamingAssets folder in which to create .bank files when using the Streaming Assets Import Type.
The location relative to the Assets folder in which to create TextAssets when using the Asset Bundle Import Type.
Controls how FMOD for Unity refreshes its cached event data when the source .bank files change.
After (time) - Automatically trigger a refresh when the specified time has elapsed after a change was detected. If Show Status Window is enabled, pop up a window with a countdown showing that the refresh is about to happen.
Prompt Me - Pop up a window showing that the source .bank files have changed, with a button to trigger a refresh.
Manually - Do nothing when the source .bank files change. You can always trigger a refresh manually via the FMOD/Refresh Banks menu item.
Specifies whether to use path or GUID as the primary linkage for event references. This determines how FMOD for Unity handles event paths changing due to events being renamed or moved in FMOD Studio.
Path - If an event's path is changed, the linkage will be lost. If a new event is given the old path, FMOD for Unity will use the new event, and update the event reference's GUID to match the new event.
GUID - If an event's path is changed, the linkage will be maintained, and FMOD for Unity will update the event reference's path to match the event's new path.
Controls whether or not FMOD for Unity will only serialize event GUIDs for Event References, forgoing serialization of event paths. In the Unity Editor, where event paths are required, they will be looked up from cached event data instead. Toggling this option will cause Unity to refresh the Asset Database and recompile scripts.
This section controls how FMOD is initialized at startup time.

Controls the severity of log messages that FMOD produces. This only has an effect on development builds, as release builds don't use the logging version of FMOD.
None - Disable all messages. Corresponds to FMOD.DEBUG_FLAGS.NONE.
Error - Enable only error messages. Corresponds to FMOD.DEBUG_FLAGS.ERROR.
Warning - Enable warning and error messages. Corresponds to FMOD.DEBUG_FLAGS.WARNING.
Log - Enable informational, warning, and error messages. Corresponds to FMOD.DEBUG_FLAGS.LOG.
Enables error logging from the FMOD API in the Unity console.
Enables detailed memory usage statistics. Corresponds to FMOD.Studio.INIT_FLAGS.MEMORY_TRACKING.
Controls automatic .bank file loading at startup time. This setting is only enabled if Import Type is set to Streaming Assets.
All - All .bank files will be loaded, in no particular order.
Specified - The .bank files in the Specified Banks list will be loaded in order.
None - No .bank files will be loaded at initialization - you must handle all bank loading from script or by using the FMOD Studio Bank Loader component.
A list of .bank files to load at startup time. This list is only used if Load Banks is set to Specified.
Pre-load audio sample data when loading .bank files via the Load Banks setting. This will reduce latency whenever an event is played for the first time, at the cost of using more memory.
The key used in FMOD Studio to encrypt the .bank file sample data. Not compatible with loadBankMemory.
This section controls the runtime behavior of FMOD for Unity.

Whether FMOD Studio Event Emitter components should stop when they are further than their event's max distance from any listener.
This section controls the behavior of FMOD for Unity's user interface.

The order in which to display the metering channels in the Event Browser's preview area.
Standard - Corresponds to the Standard option in FMOD Studio's Metering Channel Order setting.
Separate LFE - Corresponds to the Separate LFE option in FMOD Studio's Metering Channel Order setting.
Positional - Corresponds to the Positional option in FMOD Studio's Metering Channel Order setting.
This section contains settings that can be set per platform.

At the top of this section is a hierarchy view showing all the platforms that are currently known to FMOD for Unity. Within this view, you can:

Each platform inherits most of its settings from its parent, unless the setting is overridden. You can select a platform's parent by clicking the parent's name in the platform settings header.
To override a setting for a platform, simply select the platform and change the setting. Overridden settings have bold labels and blue markers at the left-hand edge of the Inspector window. To revert an overridden setting to the inherited value, right-click the setting's label and select Revert in the context menu.
Specifies when to accept connections to the game from FMOD Studio. This should be Disabled when releasing builds.
Disabled - Never accept connections from FMOD Studio.
Enabled - Always accept connections from FMOD Studio.
Development Build Only - Only accept connections from FMOD Studio when running a development build.
The network port that FMOD will use to accept connections from FMOD Studio. Click the Reset button to reset to the default of 9264.
Specifies when to show a debug overlay displaying FMOD's CPU usage, memory usage, and allocated channels. This should be Disabled when releasing builds.
Disabled - Never show the debug overlay.
Enabled - Always show the debug overlay.
Development Build Only - Only show the debug overlay when running a development build.
The audio output mode to use. This setting is not inherited, as most of the options available depend on the specific platform. The common options are:
Auto - Use the platform's default output mode.
No Sound - Run the FMOD mixer as normal, but don't produce any audible output.
Wav Writer - Write the audio produced by FMOD to a .wav file, rather than producing audible output.
The audio sample rate that FMOD's mixer should use. Lower sample rates reduce mixer CPU usage but also reduce audio quality.
The FMOD Studio output subdirectory and speaker mode to use. This setting must match the corresponding project platform in the FMOD Studio build settings.
An object that will receive callbacks from FMOD when certain events occur. See the Callback Handler example for more information.
The number of channels that can be played. Once the Real Channel Count is exceeded, the quietest channels will be virtualised, meaning they are not audible. See the virtual voice system document for more information.
The number of channels that will be audible. Lowering this count will reduce the FMOD mixer's CPU usage. See the virtual voice system document for more information.
The DSP buffer configuration that the FMOD mixer should use. See System.setDSPBufferSize for more information.
Auto - Use the default DSP buffer configuration.
DSP Buffer Length - The length of each DSP buffer.
DSP Buffer Count - The number of DSP buffers to use.
A list of static plugins to register with FMOD at startup time. See Static Plugins for more information.
This setting is only supported on the IL2CPP scripting backend, as the plugin code must be statically linked into the executable.
A list of dynamic plugins to register with FMOD at startup time. See Dynamic Plugins for more information.
Controls the affinity of FMOD's threads. This setting is not inherited, as the number of CPU cores available depends on the specific platform.
This is a table with groups of FMOD threads in the Threads column, and the CPU cores they will use in the Cores column. You can set your desired affinities by unchecking the Use Defaults checkbox and using the editing controls.
Use Defaults - Use the default thread affinity settings for the platform.