├── .gitignore
├── Assets
├── HTML Demo.meta
└── HTML Demo
│ ├── Banks.meta
│ ├── Banks
│ ├── Master.bank
│ ├── Master.bank.meta
│ ├── Master.strings.bank
│ └── Master.strings.bank.meta
│ ├── Bounce_PMat.physicsMaterial
│ ├── Bounce_PMat.physicsMaterial.meta
│ ├── LoadBankAndScene.cs
│ ├── LoadBankAndScene.cs.meta
│ ├── LoadEditorBanks.cs
│ ├── LoadEditorBanks.cs.meta
│ ├── Scene 1.unity
│ ├── Scene 1.unity.meta
│ ├── Scene 2.unity
│ └── Scene 2.unity.meta
├── LICENSE
├── ProjectSettings
├── AudioManager.asset
├── ClusterInputManager.asset
├── DynamicsManager.asset
├── EditorBuildSettings.asset
├── EditorSettings.asset
├── GraphicsSettings.asset
├── InputManager.asset
├── NavMeshAreas.asset
├── PackageManagerSettings.asset
├── Physics2DSettings.asset
├── PresetManager.asset
├── ProjectSettings.asset
├── ProjectVersion.txt
├── QualitySettings.asset
├── TagManager.asset
├── TimeManager.asset
├── UnityConnectSettings.asset
├── VFXManager.asset
├── VersionControlSettings.asset
└── XRSettings.asset
└── README.md
/.gitignore:
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1 | # This .gitignore file should be placed at the root of your Unity project directory
2 | #
3 | # Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore
4 | #
5 | /[Ll]ibrary/
6 | /[Tt]emp/
7 | /[Oo]bj/
8 | /[Bb]uild/
9 | /[Bb]uilds/
10 | /[Ll]ogs/
11 | /[Uu]ser[Ss]ettings/
12 |
13 | # MemoryCaptures can get excessive in size.
14 | # They also could contain extremely sensitive data
15 | /[Mm]emoryCaptures/
16 |
17 | # Asset meta data should only be ignored when the corresponding asset is also ignored
18 | !/[Aa]ssets/**/*.meta
19 |
20 | # Uncomment this line if you wish to ignore the asset store tools plugin
21 | # /[Aa]ssets/AssetStoreTools*
22 |
23 | # Autogenerated Jetbrains Rider plugin
24 | /[Aa]ssets/Plugins/Editor/JetBrains*
25 |
26 | # Visual Studio cache directory
27 | .vs/
28 |
29 | # Gradle cache directory
30 | .gradle/
31 |
32 | # Autogenerated VS/MD/Consulo solution and project files
33 | ExportedObj/
34 | .consulo/
35 | *.csproj
36 | *.unityproj
37 | *.sln
38 | *.suo
39 | *.tmp
40 | *.user
41 | *.userprefs
42 | *.pidb
43 | *.booproj
44 | *.svd
45 | *.pdb
46 | *.mdb
47 | *.opendb
48 | *.VC.db
49 |
50 | # Unity3D generated meta files
51 | *.pidb.meta
52 | *.pdb.meta
53 | *.mdb.meta
54 |
55 | # Unity3D generated file on crash reports
56 | sysinfo.txt
57 |
58 | # Builds
59 | *.apk
60 | *.aab
61 | *.unitypackage
62 |
63 | # Crashlytics generated file
64 | crashlytics-build.properties
65 |
66 | # Packed Addressables
67 | /[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin*
68 |
69 | # Temporary auto-generated Android Assets
70 | /[Aa]ssets/[Ss]treamingAssets/aa.meta
71 | /[Aa]ssets/[Ss]treamingAssets/aa/*
72 |
73 | # FMOD files
74 | **/FMODStudioCache.asset
75 | Assets/StreamingAssets/*.bank
76 | fmod_editor.log
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/Assets/HTML Demo/LoadBankAndScene.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 | using UnityEngine.SceneManagement;
5 | using UnityEngine.UI;
6 |
7 | public class LoadBankAndScene : MonoBehaviour
8 | {
9 | [SerializeField]
10 | public string sceneName;
11 |
12 | [FMODUnity.BankRef]
13 | public List banks;
14 |
15 | public Button ClickToLoadButton, ChangeSceneButton;
16 | public Text LoadingBanksText;
17 |
18 | private void Awake()
19 | {
20 | LoadingBanksText.gameObject.SetActive(false);
21 | ChangeSceneButton.interactable = false;
22 | }
23 |
24 | public void LoadBanks()
25 | {
26 | foreach (string b in banks)
27 | {
28 | FMODUnity.RuntimeManager.LoadBank(b, true);
29 | Debug.Log("Loaded bank " + b);
30 | }
31 | /*
32 | For Chrome / Safari browsers / WebGL. Reset audio on response to user interaction (LoadBanks is called from a button press), to allow audio to be heard.
33 | */
34 | FMODUnity.RuntimeManager.CoreSystem.mixerSuspend();
35 | FMODUnity.RuntimeManager.CoreSystem.mixerResume();
36 |
37 | LoadingBanksText.gameObject.SetActive(true);
38 | StartCoroutine(CheckBanksLoaded());
39 | }
40 |
41 | IEnumerator CheckBanksLoaded()
42 | {
43 | while (!FMODUnity.RuntimeManager.HaveAllBanksLoaded)
44 | {
45 | yield return null;
46 | }
47 |
48 | LoadingBanksText.text = "Banks Loaded";
49 | LoadingBanksText.GetComponent().color = Color.green;
50 | ChangeSceneButton.interactable = true;
51 | }
52 |
53 | public void LoadNextScene()
54 | {
55 | SceneManager.LoadScene(sceneName, LoadSceneMode.Single);
56 | }
57 | }
58 |
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/Assets/HTML Demo/LoadEditorBanks.cs:
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1 | using UnityEngine;
2 |
3 | public class LoadEditorBanks : MonoBehaviour
4 | {
5 | #if UNITY_EDITOR // Used for testing in Editor since banks are loaded in a different scene.
6 | private void Awake()
7 | {
8 | FMODUnity.RuntimeManager.LoadBank("Master");
9 | FMODUnity.RuntimeManager.LoadBank("Master.strings");
10 | }
11 | #endif
12 |
13 | }
14 |
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3 | Copyright (c) 2021 fmod
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7 | in the Software without restriction, including without limitation the rights
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/README.md:
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1 | Welcome to this FMOD HTML5 Demo!
2 | ======
3 |
4 | Compatible with Unity 2020.3.16f1 and FMOD 2.02.
5 |
6 | This project demonstrates loading banks in one scene before moving to the next scene where audio is played.
7 | See the [HTML5 platform](https://fmod.com/resources/documentation-unity?version=2.02&page=platform-specifics.html#html5webgl) docs for more information.
8 |
9 | ***FMOD for Unity has been removed from the project, [download](https://fmod.com/download) and install the latest version for it to work.***
10 |
11 | After downloading the project:
12 |
13 | 1. Install FMOD for Unity.
14 | 2. [Link FMOD to the supplied banks](https://fmod.com/resources/documentation-unity?version=2.02&page=user-guide.html#using-a-single-platform-build) found in "Assets\HTML Demo\Banks".
15 | 3. Open "Scene 1".
16 | 4. Press play.
17 |
18 | Feel free to use any and everything from this project in your own games!
19 |
20 | See the [Online documentation](https://fmod.com/resources/documentation-unity?version=2.02&page=welcome.html) for much more information.
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