Documentation
Game Engine Integration

Game Engine Integration

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This example uses Unity, see also the FMOD Documentation for using Plugins on respective target platforms:

Copy Plug-in Binaries

Download the runtime binaries and copy the content of the atmokyTrueSpatial_FMOD_Runtimes directory into the Assets/Plugins/FMOD/platforms directory of your Unity project with FMOD integration.

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Make sure to not replace any existing files/directories. You might need to copy the plug-in files ([lib]atmokyTrueSpatial.[dll|so|a|dylib]) for each target platforms separately.

Unity File Tree

Click on a platform to expand the file tree.
  • Adjust Unity Platform settings

    Select the copied plug-in files in the Unity Editor and adjust the platform settings. This is necessary to ensure that the plug-ins are included in the build for the respective target platforms. Usually, Unity will automatically detect the platform settings based on the file extension, however it might have problems with the Android versions. In this case, you need to manually adjust the CPU settings in the Inspector.

    For example

    • android/lib/arm64-v8a/libatmokyTrueSpatial.so CPU: ARM64
    • android/lib/armeabi-v7a/libatmokyTrueSpatial.so CPU: ARMv7
    • android/lib/x86/libatmokyTrueSpatial.so CPU: x86
    • android/lib/x86_64/libatmokyTrueSpatial.so CPU: x86_64

    Configure FMOD Integration

    To inform the FMOD integration that you would like to use the trueSpatial plug-ins, open the FMOD Settings in Unity and in the Platform Specific section, add your target platforms and apply the following platform-dependent settings:

    Add libatmokyTrueSpatial to the Dynamic Plug-ins list.


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