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Depra.Spine.FMOD

Table of Contents

Introduction

The module allows you to synchronize Spine events with FMOD events.

Prerequisites

To use Depra.Spine.FMOD, you'll need the following:

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Features

  • Flexible configuration;
  • Support for multiple types of synchronization:
Spine \ FMOD EventReference's StudioEventEmitter
Animation Start BindSpineAnimationToFMODEvents BindSpineAnimationToFMODEmitter
Animation Event BindSpineEventsToFMODEvents BindSpineEventsToFMODEmitter
  • Support multiple EventInstance extensions:
    • FMODEventLogging - Logs the event name in the console.
    • FMODEventCallbacks - Adds callbacks to the event.
    • FMODEventFollowingTransform - Adds sound position following UnityEngine.Transform.
    • FMODEventFollowingRigidbody - Adds sound position following UnityEngine.Rigidbody.
    • FMODEventFollowingRigidbody2D - Adds sound position following UnityEngine.Rigidbody2D.

Integration

  1. Download and Integrate the latest Spine Runtime For Unity;
  2. Download and Integrate the latest FMOD-Unity Integration package;
  3. Add events in your Spine project:

Spine events

  1. Ensure that events are included in your Spine animation export in Unity:

Spine events export

  1. Add one of the binding scripts as a component to the Spine GameObject and use the size to select the number of animations.
  2. Choose the Spine event/animation and the FMOD event/emitter you want to synchronize.
  3. Add FMOD event extensions as necessary.

Dependencies

Dependency Supported versions
Unity 2018.4 and upper
Spine Unity 4.1 (2023-06-27)
FMOD Studio 2.02.15

Support

I am an independent developer, and most of the development on this project is done in my spare time. If you're interested in collaboration or hiring me for a project, please explore my portfolio and reach out!

License

Apache-2.0

Copyright (c) 2022-2023 Nikolay Melnikov g0dzZz1lla@yandex.ru

Releases

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Languages

  • C# 100.0%