Unity + FMOD: The Survival Game

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The semester project for the spring Media Music Tech Lab: create, compose, and implement all of the sound effects and music for Unity’s Survival Shooter — a top-down wave shooter with a player, three enemy types, and UI, stripped of its audio — with everything routed through FMOD Studio and wired to the game’s state.

The Task

Using only Spitfire LABS, BBC Symphony Orchestra Discover, or your DAW’s stock instruments and sounds, create, compose, and implement all the SFX and music for the Unity Survival Game.

Style

Your SFX and music must be a hybrid design — real and improbable SFX blended with music that uses both synthesized and acoustic instruments — that evokes a whimsical, childlike dream state or nightmare.

Your music must include

  • An introduction
  • At least one transition timeline
  • Three levels of intensity (sections or layers) that change in relationship to the player’s Score
  • Audio effects or additional compositional changes that respond to the player’s Player_Health

Additional requirements

  • All SFX fully implemented using the resources below
  • Every event routed through either the SFX Group Bus or the Music Group Bus in FMOD’s mixer
  • All of the events and parameters listed below implemented in FMOD and connected to the Unity game

Resources

Unity project (Unity Editor 2021.3.10f1): Survival Game - FMOD Basics.zip

Reaper projects: Survival Shooter - Reaper Projects.zip

Audio assets: Music.zip · SFXs.zip

Guides: Clone Unity Survival Shooter Project · FMOD Survival Shooter Unity Integration · FMOD Unity C# Scripting

FMOD Events

SoundFMOD event2D/3DUnity location
Player hurtPlayer/Player_Hurt2DAssets/CompleteAssets/Prefabs/Player
Player deathPlayer/Player_Death2DAssets/CompleteAssets/Prefabs/Player
Player yawnPlayer/Player_Yawn2DAssets/CompleteAssets/Prefabs/Player
Player movementPlayer/Player_Movement2DAssets/CompleteAssets/Prefabs/Player
GunshotPlayer/Player_Gunshot2DAssets/CompleteAssets/Prefabs/Player/GunBarrelEnd
Hellephant hurtEnemies/Hellephant/Hellephant_Hurt3DAssets/CompleteAssets/Prefabs/Hellephant
Hellephant deathEnemies/Hellephant/Hellephant_Death3DAssets/CompleteAssets/Prefabs/Hellephant
Hellephant landEnemies/Hellephant/Hellephant_Land3DAssets/CompleteAssets/Prefabs/Hellephant
ZomBear hurtEnemies/ZomBear/ZomBear_Hurt3DAssets/CompleteAssets/Prefabs/ZomBear
ZomBear deathEnemies/ZomBear/ZomBear_Death3DAssets/CompleteAssets/Prefabs/ZomBear
ZomBear movementEnemies/ZomBear/ZomBear_Movement3DAssets/CompleteAssets/Prefabs/ZomBear
ZomBunny hurtEnemies/ZomBunny/ZomBunny_Hurt3DAssets/CompleteAssets/Prefabs/ZomBunny
ZomBunny deathEnemies/ZomBunny/ZomBunny_Death3DAssets/CompleteAssets/Prefabs/ZomBunny
ZomBunny movementEnemies/ZomBunny/ZomBunny_Movement3DAssets/CompleteAssets/Prefabs/ZomBunny
Background musicMusic/Background_Music2DScene game object: BackgroundMusic
Game overMisc/Game_Over2DScene game object: HUDCanvas

FMOD Parameters

Unity parameterFMOD parameterScopeControlsRange
ScoreScoreGlobalMusic system0–1000
Player_HealthPlayer_HealthGlobalMusic system effects0–100
Music_LevelMusic_LevelGlobalMusic mixer bus0–1
SFX_LevelSFX_LevelGlobalSFX mixer bus0–1
Global_LevelGlobal_LevelGlobalMain mixer bus0–1

Evaluation

  • 8 points — the functionality of your FMOD SFX and music systems and their successful integration with the Unity game
  • 2 points — how successfully you realize the stylistic cues required for the game