francescocorsello

  • 3 de Nov de 2020
  • Se unió 30 de Oct de 2020
  • Cranktrain escribió

    Hi Francesco, thanks for sharing! I downloaded the asset to take a look, but it seems broken at first because in Spine2FMOD the spine imports are commented out:

    // using Spine;
    // using Spine.Unity;
    

    Quite easy to fix though.

    A suggestion, might it be worth publishing this on GitHub? Easier to look at the code that way, without having to download and import, and also you can receive Pull Requests and Issues - if these two libraries are something you're interested in maintaining (and if not, that's fine too).

    Hi and thanks for your feedback! I made a mess coping and pasting some old version while uploading it to the Unity Asset Store, :lol: i have already fixed that it will be updated in a few days.

    I uploaded them to the Asset Store to reach out more Unity users but i agree with you so i edited the first post with the Github repositories

  • Harald escribió

    Super cool, thanks very much for sharing! 8)

    8) :nerd:

    foriero escribió

    Ok, I tried, and the core is there BUT... for future what we need is to have Spine Editor WWISE and FMOD integration so that we can animate along side the sounds. Also late when one exports the project for example for Unity the sound libraries need to be exported with it and the whole process in game engines needs to be automatic without any intervention. I mean that would be an optimal solution for game developers. But we are super happy even with the current Spine Editor audio features.

    Thanks for your feedback! I guess what you're talking about would be much more complex to achieve, i usually make the sound design when the animations are complete or so using Reaper (which has FMOD integration too). This allows me to be super fast if any change is needed and to export the sounds from the DAW to the game engine in few clicks. If you are fine with the current Spine Editor audio features thats great! FMOD and Wwise are outstanding tools but sometimes could be an overkill solution, it really depends on your project complexity

  • Hi,

    If you are developing a Unity game using Spine and FMOD or Wwise as audio middleware, i have just released two free asset with this purpose.
    These tools allows you to synchronize Spine events with audio events without a single line of code.
    Please let me know if you find them useful and if you end up using them in some of your projects, I would love to help other devs and add it on the asset store page.

    Feel free to contact me if you need help or audio design with your project!

    Thanks,

    Francesco
    🙂

  • Hi Nate,

    We are looking into how to prepare FMOD or Wwise "sound banks" for Spine Editor so that we can later play them also in game engines. Have you guys thought about supporting FMOD Studio or Wwise sound banks? So instead of triggering real sound file trigger FMOD or Wwise events?

    It would mean to implement their audio middleware into Spine Editor.

    Any thoughts?

    Thanks, Marek

    Hi Foriero,

    if you are using Unity i have just released two free asset with this purpose.
    Please let me know if you find them useful and if you end up using them in some of your projects.
    I would love to help other devs and add it on the asset store page! 🙂