New Settings menu, and SFX fully migrated to FMOD


In the previous Devlog, I mentioned that this game now uses dynamic Music events, composed by Darren Mudge in FMOD.

As powerful as FMOD is, it's important to understand that it runs externally to the Unity runtime, and is therefore not guaranteed to work seamlessly over all applications. This is particularly the case with WebGL. In the process of integrating FMOD into this Unity project, I encountered a few hurdles along the way:

Problem: Music banks not loading until the second scene has been opened.

Work Around: Open a proxy scene which manually starts the process of loading up the FMOD banks in the background and then loads the intended opening scene. As weird as that sounds, this seems to be the recommended solution for WebGL games.

Problem: Music stuttering when the user navigates to a different tab. This has something to do with how web browsers allocate resources to the active tabs.

Work Around: Unity offers a convenient way to choose if the application should run in the background. Simply setting this to false will make the application pause when the game window is deselected. Ideally I'd like the music to keep running while a user is on the same tab, but it's good enough for now.

Problem: Stuttering when FMOD music and Unity sound effects are playing at the same time. This is because they are competing for resources. FMOD recommends doing this.

Solution:  I didn't really want to do that because I already had the SFX set up in Unity the way I wanted them to be. When I realised it was causing issues, I used the opportunity learn FMOD. I migarated all the sounds over to FMOD and added some cool new sound features like pitch variance and cooldown.


Other Improvements:

  • Settings Menu
  • Use scroll wheel to change weapon

Files

PixelLandRPG WebGL V3.00.zip 22 MB
77 days ago

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