FMOD
FMOD is audio middleware: sounds are authored into events with their own logic and mixing, and the game triggers them instead of playing files directly.
Working with it means building the behaviour around audio. Events combine sounds with randomisation, layers and limits; parameters driven by the game change pitch, filtering or which layer plays; and the mix is shaped with buses, snapshots and effects. Adaptive music with its own transitions is authored in the same tool.
The constraints are technical: voice counts, memory, streaming and per-platform banks decide what survives in a real build, and profiling a running game is how most problems are found. Sound designers and programmers both touch the project, so a readable, consistent structure saves more time than any single clever setup.
Wwise solves the same problem with a different model, and most postings accept either. Audio Integration is the broader skill; FMOD is the tool a given project uses.
Where these positions are: Lleida (1 position), Munich (1 position)
Open positions for FMOD (2)
Mid Unity Developer
