As the last part of this journey to replicate the Unity Audio Mixer examples, we will look at how FMOD can be used to develop adaptive music. If you recall, in our adaptive music example, we altered the tune depending on what area the player was in or moving through. With Unity, we did this using a system of area triggers that matched the footstep system and an adaptive music technique called vertical remixing. In Chapter 5, Using the Audio Mixer for Adaptive Audio, we used vertical remixing because the technique paired well with the capabilities of the Audio Mixer. As we discussed, the Unity mixer was not well suited for the other horizontal re-sequencing techniques that we also discussed in Chapter 5, Using the Audio Mixer for Adaptive Audio. Fortunately, FMOD is particularly well suited for using horizontal re-sequencing techniques and this is something...
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