---
title: Game Audio Integration Workflow with FMOD & Unity
description: "Video Tutorial: Learn how to implement sound effects in FMOD Studio and integrate events into the Unity game engine."
---

[Pro Sound Effects Blog - Sound Design Stories & Resources ](https://blog.prosoundeffects.com)

# [Game Audio Integration Workflow with FMOD & Unity](https://blog.prosoundeffects.com/game-audio-integration-workflow-with-fmod-and-unity-video)

 Written by [John Pata](https://blog.prosoundeffects.com/author/john-pata) | Jul 7, 2021 4:24:23 PM

## **Get an inside look at a workflow for creating new FMOD events & implementing them into Unity.**

Watch game audio sound designer John Pata create and implement sound effects in [FMOD](https://www.fmod.com/) (middleware) and integrate them into [Unity ](https://unity.com/learn)(game development engine).

FMOD is an audio engine which allows you to build and edit game sound effects in real-time and allows you to implement and improvise while connected to a game in Unity.

Demonstrating his day-to-day process as Audio Lead on the game *[Last Epoch](https://lastepoch.com/)* by Eleventh Hour Games, John shows us his workflow for creation of an element:

- **1:21** - Designed Sound Effects 
- **5:00** - Creating 3D Event in FMOD 
- **7:51** - Creating Looped Event in FMOD
- **13:50** - Create 2D Event in FMOD
- **15:55** - FMOD Master Bank
- **16:39** - Unity Implementation

#### Some terms in this video: 

- **2D Event** - a stereo sound effects, ex. such as an ambience
- **3D Event** - a sound effect which is position relative to the listener, moves around in 3D space in the game engine (in this case Unity), ex. such as a stationary object within the game the player moves around
- **Events Tree** - a window in FMOD which shows all of the FMOD Studio objects available
- **Audio Bin** - a window in FMOD which shows all of the available audio elements you can incorporate into your game
- **Loop Event** - a specific 2D Event which allows you to loop a specific sound effects loop as long as specific parameters are met during game play.
- **Master Track** - functions as the master bus of an event instance.
- **Master Bank** - contains data related to your project as a whole, including its mixer, buses, routing, and VCAs
- **Audio Bank** - your event compressed into one element which Unity uses to read & activate all of the changes occurring to said event during game play.

Checkout John's other video demonstrating the creation and implementation of custom sound design assets for first-person shooter gameplay & implementing them into FMOD.

[Want free sound effects? Download a free sampler of sounds from CORE 2 here:](https://hello.prosoundeffects.com/free-sound-effects-download-core-bundle-free-sampler)

Big thanks to John Pata for creating this tutorial video! Check out his website [here.](https://www.johnpatasounds.com/)

Another thank you to Wesley Freeland for the music in the time-lapse section! Check out his website [here](https://www.wesleyfreelandmusic.com/).

[View full post](https://blog.prosoundeffects.com/game-audio-integration-workflow-with-fmod-and-unity-video)

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