bevy_fmod
Standalone An idiomatic Bevy plugin wrapping libfmod to integrate FMOD audio middleware into Bevy-based games. Provides ECS-native access to FMOD's event system, including event instances, buses, parameters, and live update connectivity for real-time content iteration. Requires manual linking of FMOD libraries due to licensing restrictions.
Supports FMOD Engine 2.02.22 and Bevy 0.18. The plugin handles initialization, event playback, and parameter control through Bevy's component and resource systems. Live update mode enables connection to FMOD Studio during runtime for in-game audio editing and monitoring.
FMOD for Foxes is a high-level C# wrapper for the FMOD audio engine, designed primarily for MonoGame but adaptable to any C# game project. It abstracts away the complexity of FMOD's bare-bones C# wrapper, providing a clean interface for loading and playing audio without dealing directly with C++ interop.
The library handles cross-platform setup for Windows, Linux, and Android, managing native library loading and providing convenient APIs for both FMOD Core and FMOD Studio. It includes helpers for streaming sounds, channel management, and proper lifecycle integration with game loops. The setup requires manually downloading FMOD binaries due to licensing restrictions, but the library handles the runtime complexity once configured.
A GDExtension that integrates FMOD Studio API into Godot 4, providing native access to FMOD's interactive audio capabilities. Exposes most of the FMOD Studio API functions to GDScript and includes dedicated nodes like FmodEventEmitter2D/3D and FmodEventListener2D/3D for scene-based audio implementation.
Auto-loads FMOD bank files and supports live updating during development. Provides helpers for common workflows like attaching Studio events to Godot nodes and implementing 3D positional audio. The extension handles the C++ layer, making FMOD's middleware accessible through Godot's scripting system.
Note that this is a C++ GDExtension rather than a C# binding, relying on Godot's auto-binding feature for language support. Compatible with any language binding that supports auto-binding, though C# support is currently limited by engine capabilities.
A collection of implementation utilities that extend FMOD's Unity integration with workflow-focused features. Includes triggering and randomization tools, integration with Unity Timeline and Animator, an ambience area system for seamless transitions and large sound sources, reverb zones with blend areas, and a third-person footstep system that doesn't require animation keyframe tagging.
Provides surface detection for both mesh and terrain textures, a voiceover system with dialogue queuing and pacing controls, room-portal sound occlusion, and raycast-based obstruction. Designed to reduce repetitive scripting tasks and improve iteration speed for common audio implementation patterns in Unity projects using FMOD.