This repository contains the FMOD Studio project used for SCP: Project Unity, the terrible Unity remake of SCP – Containment Breach.
All types of sounds heard in the game: music, ambience, SFX, and voice lines, are created, organized, and built here using FMOD Studio.
FMOD Studio is used to give the game an extremely flexible and dynamic audio system. With it and the very sexy splendid API that FMOD provides for us, we can control practically anything, like soundscapes, ambient transitions, spatialized audio, audio occulsion, and randomized variations of sound (using multi-instruments), that make the game feel much more alive and immersive (and spoopy :D).
If you’re new to FMOD or the project, I'd recommend checking out the FMOD Studio Documentation as a reference, since although the beginning of trying to use FMOD's suite of tools may be a bit difficult at first, it is absolutely worth it.
- Download the source code for the game from the main repository for Project Unity (this repository is already included as a submodule, and you'll probably want to hear your events in-game)
- Download FMOD Studio 2.03 (you might need to create an account first)
- Go through the FMOD Studio installer wizard
- Once everything is downloaded, extract the source code for Project Unity (using 7-Zip, NanaZip, WinRAR, or the built-in one on Windows)
- Navigate to the "FmodStudio" folder and open "ProjectUnity_FMOD.fspro" (if you don't see an .fspro file with the exact same name, it's okay, just open it instead :D)
- Target Platform: Windows
- Encryption: None
- Bank Output Path:
FmodStudio/Build/(FmodStudio being this repository)
- FMOD Studio Documentation
- Alessandro Famà's Amazing FMOD Tutorials and Code to
yoinkBorrow - Unity FMOD Integration Guide
- SCP Wiki
Stuff for Those Cool and So Very Awesome Sauce Collaborators/Contributors That Are Doing This for Absolutely Free and I Love Them So Very Much
When working on audio:
- Test before committing → Always play your event in isolation to confirm it works properly.
- Stay organized → Keep folder names descriptive (
SFX/Footsteps/Concreteinstead ofNew FolderorTestEvent_106_Shit_Absolutely_Everywere10202030). - Reuse instead of duplicating when possible → Use parameters, multi-instruments, or nested events when possible.
- Clean up any unused assets → Don’t leave behind dead events or placeholder stubs.
- Consistency does kinda matter → Follow existing naming conventions for events, parameters, and banks.
- Events should be grouped logically (Music, Ambience, SFX, UI, Voice).
- Parameters are preferred for variations (like the player's speed controlling footstep playback).
- Randomization: Use FMOD’s multi-instruments or random pitch/volume for more natural sounds.
- Bank Structure: Keep banks minimal and try not to load assets that aren’t needed.
- Try to keep commits small and descriptive (e.g.,
Added new 173 defecation SFX). - If you’re unsure about a naming scheme or setup, ask before committing.
- Major structural changes (like reorganizing folders or banks) should in most cases, be discussed first.