Game Engine Integration
For commercial licenses and console runtime versions, please get in touch with sales@atmoky.com.
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.
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
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.