I found out that the character in the game will be able to move at 3 different speeds so this gives me the chance to use the auto pitch feature in FMOD. I’ve played around with this feature in the past but I’ve never really used it in a game yet so I was excited to see what I could do with it. It’s usually used in making vehicle sounds by taking an engine sound recorded at different rpm’s, placing them in an RPM parameter timeline (instead of the regular timeline), and instantiating an Autopitch modulator on the pitch knob of each trigger region. I would go into more detail about setting it up, but I think that’s a discussion for a different forum. Sufficed to say, engine noises are usually used, but I didn’t want it to sound like a car, so I created 3 different layers that would be triggered at different levels based on the speed that you were going in the game. I used the dial-tone segment, the actual dialing sequence, and a filtered portion of the noise for the three segments. The dialing sequence I pitched up so it wasn’t quite as recognizable, but the other two I left essentially the same.

After I got done with my work in FMOD I had one of the engineers help me set it up in Unity and so far it seems to be working pretty well. I’m excited about creating the other sounds for the game using my self-inflicted source limitation. It should be fun.

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