An editor tool to generate a helper class that converts FMOD event paths to const properties for easy access in code.
For a given collection of FMOD banks, the tool will auto generate a class with const properties that point to each event's path. Supports snapshots as well.
Example:
For this FMOD project, the generated code looks like this:
public class FMODEvents
{
public class UI
{
public const string Click = "event:/UI/Click";
public const string Unlock = "event:/UI/Unlock";
public const string Hover = "event:/UI/Hover";
public const string Repair = "event:/UI/Repair";
public const string CoinLoot = "event:/UI/CoinLoot";
public const string Upgrade = "event:/UI/Upgrade";
}
public class Abilities
{
public const string RamDash = "event:/Abilities/RamDash";
public const string Gust = "event:/Abilities/Gust";
public const string Burst = "event:/Abilities/Burst";
public const string StinkExhaust = "event:/Abilities/StinkExhaust";
public const string Repulse = "event:/Abilities/Repulse";
public const string WeaponChange = "event:/Abilities/WeaponChange";
public const string RapidFire = "event:/Abilities/RapidFire";
public const string Dash = "event:/Abilities/Dash";
public const string Concussive = "event:/Abilities/Concussive";
}
.
.
.
.
public class FMODSnapshots
{
public const string UILayer = "snapshot:/UILayer";
public const string GameOver = "snapshot:/GameOver";
}
Which you can then use like this:
RuntimeManager.PlayOneShot(FMODEvents.UI.CoinLoot);