SCG Audio - Survival Horror Audio Director Toolkit (FMOD) is the FMOD edition of the SCG Audio survival horror line, feature-aligned with the Audio Director Toolkit (for Unity) edition — for teams already on (or moving to) FMOD pipelines.
You get a complete, pre-authored FMOD Studio project template with pre-built banks, a Unity C# wrapper that drives it, a demo scene, documentation, and the full survival horror audio library as source WAV assets. Import, run the
included setup tool, press Play — and hear a designed, tension-driven
soundscape working in your build.
Pre-Authored FMOD Studio Template
- Ready `.fspro` FMOD Studio project included in the package — open it, study
it, or re-author it for your game.
- 6 pre-built banks (Master, Music, Ambient, SFX, Stingers + strings) ship in
the package: the demo runs without opening FMOD Studio at all.
- Music, ambience, stinger, and SFX events pre-wired to the state and
parameter model.
- Bring your own audio: replace the source WAVs or re-author the events in
FMOD Studio to swap in your own music, ambience, and SFX — the Unity wrapper drives your version through the same state and parameter model, no code changes needed.
Adaptive Music & Mixing (feature-aligned with the for Unity edition)
- 7-state music state machine (SaveRoom / Safe / Unease / Threat / Chase /
NoMusic / Title) driven from Unity via the included wrapper.
- Global Intensity parameter drives dynamic music layers and adaptive
behavior authored in the FMOD project.
- Conditional playback (heartbeat by HP, breathing) via FMOD parameters.
- Adaptive stinger banks with intensity gating; one-shot SFX via
`event:/SFX/...` events.
- Ambient zones with suspend/resume semantics (StopAll remembers the active zone; ResumeAll and state transitions restore it).
Unity-Side Runtime & Tools
- `HorrorAudioManagerFmod` wrapper: state transitions, intensity, stingers,
conditional playback, ambient zones, and SFX from plain C# calls — no FMOD
API boilerplate in your gameplay code.
- One-click setup: `Tools > SCG Audio > FMOD > Configure Horror Pack Settings`
wires FMOD for Unity to the bundled banks.
- Demo scene (`SCGHorror_FMOD_MinAudibleDemo`) with key-driven testing.
- Optional `AISkills/SKILL.md` for AI coding assistants (real APIs, event
paths, and gotchas — keeps generated advice accurate and prevents mixing up the Native and FMOD editions).
Included Audio Content (the complete Audio Content Pack)
The bundled audio is a complete, human-composed survival horror library inspired by 1990-2000s classic survival horror games — the same 62-file Audio Content Pack sold separately, here included as FMOD project source assets. Not placeholder sounds: designed, tension-driven cues ready to drive the FMOD events out of the box, or to re-author in your own project.
- 62 WAV files, 24-bit / 48 kHz stereo source masters.
- Music: Full Mix cues plus beds, intros, and stem/layer components for every
state — Chase (with a seamless loop and a stereo intro), Threat, Unease, Safe, SaveRoom (Default + two variations), and Title.
- Ambience: layered loops for corridors, sealed rooms, and outdoor ruins.
- SFX: UI, item, gunshot, heartbeat, breathing, and demo footstep sounds.
- Stingers: Death, Discovery, Resolve, Door Unlock, and Game Start cues.
- Every WAV is composed and sound-designed by hand — no AI-generated audio.
Import / Use
1. Install FMOD Studio and import FMOD for Unity into your project first.
2. `Assets > Import Package > Custom Package...` → import the SCG FMOD
`.unitypackage`.
3. Run `Tools > SCG Audio > FMOD > Configure Horror Pack Settings`
(and `FMOD > Refresh Banks` if prompted).
4. Open `Assets/SCGAudio_FMOD/HorrorPack/DemoScene/SCGHorror_FMOD_MinAudibleDemo.unity`,
press Play, and use the on-screen HUD keys.
5. Start with
`Assets/SCGAudio_FMOD/HorrorPack/Documentation/SCGHorror_QuickStart_FMOD.md`.
Included Documentation
- FMOD QuickStart, API Reference, FMOD project spec
- AI assistant skill files (optional; includes an FMOD troubleshooting guide)