Unity + FMOD: The Survival Game
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 Busor theMusic Group Busin 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
| Sound | FMOD event | 2D/3D | Unity location |
|---|---|---|---|
| Player hurt | Player/Player_Hurt | 2D | Assets/CompleteAssets/Prefabs/Player |
| Player death | Player/Player_Death | 2D | Assets/CompleteAssets/Prefabs/Player |
| Player yawn | Player/Player_Yawn | 2D | Assets/CompleteAssets/Prefabs/Player |
| Player movement | Player/Player_Movement | 2D | Assets/CompleteAssets/Prefabs/Player |
| Gunshot | Player/Player_Gunshot | 2D | Assets/CompleteAssets/Prefabs/Player/GunBarrelEnd |
| Hellephant hurt | Enemies/Hellephant/Hellephant_Hurt | 3D | Assets/CompleteAssets/Prefabs/Hellephant |
| Hellephant death | Enemies/Hellephant/Hellephant_Death | 3D | Assets/CompleteAssets/Prefabs/Hellephant |
| Hellephant land | Enemies/Hellephant/Hellephant_Land | 3D | Assets/CompleteAssets/Prefabs/Hellephant |
| ZomBear hurt | Enemies/ZomBear/ZomBear_Hurt | 3D | Assets/CompleteAssets/Prefabs/ZomBear |
| ZomBear death | Enemies/ZomBear/ZomBear_Death | 3D | Assets/CompleteAssets/Prefabs/ZomBear |
| ZomBear movement | Enemies/ZomBear/ZomBear_Movement | 3D | Assets/CompleteAssets/Prefabs/ZomBear |
| ZomBunny hurt | Enemies/ZomBunny/ZomBunny_Hurt | 3D | Assets/CompleteAssets/Prefabs/ZomBunny |
| ZomBunny death | Enemies/ZomBunny/ZomBunny_Death | 3D | Assets/CompleteAssets/Prefabs/ZomBunny |
| ZomBunny movement | Enemies/ZomBunny/ZomBunny_Movement | 3D | Assets/CompleteAssets/Prefabs/ZomBunny |
| Background music | Music/Background_Music | 2D | Scene game object: BackgroundMusic |
| Game over | Misc/Game_Over | 2D | Scene game object: HUDCanvas |
FMOD Parameters
| Unity parameter | FMOD parameter | Scope | Controls | Range |
|---|---|---|---|---|
| Score | Score | Global | Music system | 0–1000 |
| Player_Health | Player_Health | Global | Music system effects | 0–100 |
| Music_Level | Music_Level | Global | Music mixer bus | 0–1 |
| SFX_Level | SFX_Level | Global | SFX mixer bus | 0–1 |
| Global_Level | Global_Level | Global | Main mixer bus | 0–1 |
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