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FMOD
Information
Type Audio middleware
Industry Video games
Developer Firelight Technologies (acquired by Bose Corporation in October 2026)
Operating System FMOD Studio tool: Windows 10 (1809 or later), macOS 12.0 or later, Linux
License Proprietary; free Indie license for qualifying small developers, paid per-game licenses otherwise
Supported Devices Windows, macOS, Linux, iOS, tvOS, visionOS (via FMOD for Unity), Android, HTML5 (WebAssembly), PlayStation 4, PlayStation 5, Xbox One, Xbox Series X and Series S, Nintendo Switch, Nintendo Switch 2
Release Date FMOD Studio 1.00.00: March 25, 2013; current version 2.04.00: September 29, 2026
Website https://www.fmod.com


FMOD is an audio middleware product made by Firelight Technologies, a company based in Melbourne, Australia. It consists of FMOD Studio, an authoring application in which sound designers and composers build adaptive audio content, and the FMOD Engine, a runtime library that plays that content in a game. The engine has two programming interfaces: the Studio API, which plays content built in FMOD Studio, and the lower-level FMOD Core API (called the LowLevel API before version 2.00), which lets audio programmers create audio content without FMOD Studio and work directly with the engine's underlying mechanisms.[1][2] Firelight ships official integrations for Unity and Unreal Engine, and FMOD also runs inside custom engines.[3]

FMOD's built-in spatializer is a speaker panner. For HRTF-based headphone rendering, as used in virtual reality, FMOD's documentation says that "3rd party VR audio plug-ins can be used to give more realistic panning over headphones,"[4] and Google's Resonance Audio plug-ins have been included with FMOD Studio since version 1.10.02 in December 2017.[5] [6] Valve's Steam Audio and Meta's Meta XR Audio SDK have also published FMOD plug-ins.[7][8] Bose Corporation announced on October 1, 2026 that it had acquired Firelight Technologies, and said it would keep FMOD "open and broadly supported" while exploring longer-term uses in areas including VR/AR and automotive audio.[3]

Reviewed 18 October 2026. Checked version dates, features, integrations, haptics and spatial plug-in claims against the FMOD 2.04 manuals and revision histories, licensing against fmod.com, and history, acquisition, plug-in, research and game claims against every cited source. About review dates.

History

Origins and FMOD Ex

FMOD began as a hobby project of Brett Paterson while he was at university, and its first versions were "purely a programmer's interface," which Firelight compared to OpenAL or DirectSound, with no tools for audio professionals.[9] Paterson, Firelight's CEO, described himself in 2015 as the "original developer on FMOD," which he said had started out as a simple programmer interface to load sounds and play them in 3D.[10] An archived copy of the fmod.org site from October 2000, published under the name Firelight Multimedia, described FMOD as "a digital sound and music system for windows." Its news items that year covered FMOD 3.2, MINI-FMOD 1.3 (a small version of FMOD for XM music playback with a 7.5 KB footprint), and work on FMOD 3.3, which was to add MIDI support and a Linux version.[11]

On August 1, 2005, Game Developer (then Gamasutra) reported that Firelight had released FMOD Ex, a new audio engine "written from the ground up using 10 years of experience from FMOD and user feedback." It supported nine platforms, including Xbox 360 and PSP, with Linux AMD64 and PlayStation 3 support in progress. FMOD Ex came with FMOD Designer, a Windows and Mac tool in which designers built sound "events" that game code then started and controlled through designer-defined parameters. The same report noted that FMOD had already been used in World of Warcraft and Far Cry.[12] In a 2019 interview Firelight said FMOD Designer "was used for hundreds of games, maybe over a thousand."[9]

FMOD Studio

In the early 2010s Firelight decided "to start from a clean slate" and introduced FMOD Studio.[9] Its revision history lists a first developer preview (0.00.00) on August 27, 2012 and version 1.00.00 on March 25, 2013.[13] Paterson told GamingBolt in 2015 that FMOD Studio did all of its mixing and signal processing on the CPU, "a departure from the previous FMOD Ex engine." In the same interview he said a Unity integration was already available to download and that Firelight was about to launch a free Unreal Engine 4 integration.[10] Later Studio releases still include a migration path for FMOD Designer projects.[13]

FMOD's licensing for small developers has changed several times. On March 10, 2014 Firelight made FMOD Studio free for commercial indie projects, where it had previously been free only for non-commercial use; the official FMOD Studio Twitter account then said the offer was "absolutely free for budgets under 100k."[14] In December 2020 Firelight removed the yearly limit on free releases: developers could release any number of games as long as their annual revenue stayed under US$200,000, and the accompanying legal terms set a development budget limit of US$500,000.[15]

Version 2 releases

Version 2.00.00 (March 14, 2019) renamed the LowLevel API to the Core API, which, according to Firelight, "should still function the same way it previously has."[2][5] FMOD numbers releases as product.major.minor. A new major version can change playback behavior and needs project migration, and banks built in FMOD Studio load only in engine versions with the same product and major number or later.[1]

Version Release date Notable changes (per Firelight's release notes)
0.00.00 August 27, 2012 First FMOD Studio developer preview[13]
1.00.00 March 25, 2013 First major release of the FMOD Studio tool[13]
1.08.00 March 4, 2016 Object-based panning with Dolby Atmos and PlayStation VR output backends; new object panner DSP[5]
1.10.00 September 19, 2017 Windows Sonic output plug-in with 7.1.4 speaker mode and dynamic objects; Oculus treated like other FMOD Studio plug-ins in the UE4 integration[5]
1.10.02 December 7, 2017 Resonance Audio plug-in 1.0 added as the successor to the Google VR plug-in[5]
2.00.00 March 14, 2019 LowLevel API renamed Core API; Google VR plug-in removed[2][5]
2.01.00 March 23, 2020 Performance work on mixing, resampling, Vorbis decoding, convolution reverb and multiband EQ[5][16]
2.02.00 April 15, 2021 Minimum and maximum distance moved from spatializers to events; ports added to FMOD Studio[5][17]
2.03.00 March 13, 2024 Multiband dynamics, passthrough ports and VR vibration ports[5][18]
2.04.00 September 29, 2026 Audio table instruments, simplified DSP plug-in API, WebAssembly-only HTML5 build with TypeScript and Node.js support, UWP support removed[5][19]

Patch releases in the 2.03 series added Nintendo Switch 2 support (2.03.08, June 11, 2025) and the FMOD Haptics plug-in.[5][19]

Acquisition by Bose

On October 1, 2026 Bose Corporation announced that it had acquired Firelight Technologies for its Audio Technology business; financial terms were not disclosed. The announcement described FMOD as an end-to-end solution that Firelight had offered developers for 25 years, and quoted Paterson, Firelight's founder and CEO, as saying that joining Bose would "advance the FMOD roadmap." Bose described gaming as a significant opportunity for growth and said it would explore longer-term opportunities in areas such as VR/AR and automotive.[3] audioXpress noted that the purchase followed Bose's acquisition of StreamUnlimited Engineering in June 2026.[20]

Features

FMOD Studio

FMOD Studio is a desktop application with an interface modeled on a digital audio workstation. Firelight's manual says it lets designers create adaptive audio "with no programming knowledge necessary," mix and balance a game live while it runs, and profile and record a game's audio output so that changes can be auditioned without re-recording.[21] The 2.04 tool requires Windows 10 version 1809 or later, macOS 12.0 or later, or a Linux system with GLIBC 2.28 and ALSA or PulseAudio.[21]

The basic unit of content is the event, an instanceable sound that game code triggers, controls and stops. An event contains tracks, instruments and sheets. Action sheets play instruments as soon as the event starts; parameter sheets trigger instruments when a game-controlled parameter reaches set values; timeline sheets add time-based logic for music and other precisely timed sounds. Several instances of one event can play at once, each with its own parameter values. Events route into a project mixer, and the finished project is built into .bank files that the engine loads through the Studio API. Audio files are recompressed at build time according to each platform's encoding settings.[1]

FMOD Engine and Core API

The Core API exposes "fast and flexible access to low-level audio primitives" for projects whose needs go beyond the Studio API. The engine also includes a plug-in API for third-party and custom plug-ins, and the FSBank API for building compressed assets in the FSB format.[22] For 3D sound, the Core API positions any sound created with the FMOD_3D flag in the user's speaker layout and supports inverse, inverse tapered, linear, linear-squared and custom distance roll-off, doppler, lowpass occlusion, 3D reverb zones and polygon-based geometry occlusion by ray casting. Its 3D attributes use a left-handed coordinate system with positive Y up; when the system is initialized with the FMOD_INIT_3D_RIGHTHANDED flag, FMOD converts right-handed coordinates before passing them to spatializer plug-ins.[4]

Engine integrations

FMOD for Unity and FMOD for Unreal Engine are packaged integrations, each installing its own copy of the FMOD Engine.[1] Both integrations are free, but a released title still needs an FMOD license; Firelight notes that using FMOD with Unity "is not covered by the Unity license alone." The C# source of the Unity integration is on GitHub. The 2.04 Unity integration supports Unity 6.0 LTS, 6.3 LTS and 6.5, plus 2022.3 in the Tuanjie engine. Its cross-platform package covers Windows, Linux, macOS, iOS, tvOS, visionOS, Android and WebAssembly, with console platforms as separate downloads.[23] FMOD for Unreal 2.04 supports Unreal Engine 4.27 and 5.5 to 5.8 on Windows, Linux, macOS, iOS, tvOS, Android, PlayStation 4 and 5, Xbox One, Xbox Series X and S, and Switch 1 and 2.[24] Version 2.04.00 added Blueprint nodes for asset-marker callbacks and audio table keys.[5]

These integrations are separate from Unity's own audio system. Unity's manual states that "Audio in Unity is built on top of a middleware called FMOD," except in WebGL builds, which use the browser's Web Audio API because FMOD relies on threads that WebGL does not support.[25]

Licensing

As read on fmod.com on October 18, 2026, an FMOD license gives permission to distribute the FMOD Engine in a game. Licenses are priced per game in US dollars by development budget, are valid for the life of the game, and carry no recurring fees. Every license level has the same features; the levels differ in included support, logo-waiver and source-code options.[26]

License Development budget Fee per game
Indie Under US$600,000 Free for developers with less than US$200,000 annual revenue; otherwise US$2,000
Basic US$600,000 to US$1.8 million US$6,000
Premium Over US$1.8 million US$18,000

Firelight defines revenue as the whole developer's gross yearly revenue or funding before expenses, including development partners, and budget as the total expected cost at full commercial release, including for early-access games. A license is needed before commercial release, including paid early access, but not at the start of development. All licenses require an FMOD logo on a splash screen and a credit line; the Basic and Premium licenses can waive the logo for an additional fee, and source code is available, for an additional fee, only with the Premium license. Non-commercial and educational use is permitted under the EULA that comes with the download. For non-game projects, a category in which Firelight lists location-based entertainment, automotive, simulators, embedded systems and hardware installations among others, it offers custom licenses through its sales team.[26] The FMOD Studio authoring tool is free to use for content made for the FMOD Studio engine.[26]

Use in VR and AR

Spatialization

FMOD Studio's built-in spatializer effect is a multichannel panner that makes a signal sound as if it comes from a direction and distance, with output in the speaker format set for each platform.[27] For headphone listening the Core API manual points to plug-ins: "3rd party VR audio plug-ins can be used to give more realistic panning over headphones." The same 3D-attribute mechanism drives FMOD's pan and object pan DSPs, the Resonance Audio Source and Soundfield spatializers, and other third-party spatializers.[4]

A second effect, the object spatializer, sends the signal and the event's 3D position directly to platform spatial-audio technologies such as Windows Sonic, PlayStation VR and Dolby Atmos, bypassing the mixer. When the platform has no free resources, it falls back to the normal spatializer.[27] Object-based panning with Dolby Atmos and PlayStation VR backends arrived in version 1.08.00 in March 2016, and Windows Sonic output with 7.1.4 height channels followed in 1.10.00 in September 2017.[5][28]

Third-party spatial audio plug-ins

Oculus released a preview of its audio SDK on March 5, 2015, with 3D audio plug-ins for Unity, Audiokinetic Wwise, Firelight FMOD and VST-compatible digital audio workstations.[29] FMOD's release notes record updates to an Oculus plug-in in the UE4 integration in 2015 and 2016, and say that from version 1.10.00 "Oculus functions as all other FMOD Studio plugins."[5]

Plug-in Developer FMOD support (as documented)
Resonance Audio Google Bundled with FMOD Studio from 1.10.02 (December 2017) as the successor to the Google VR plug-in, which was removed in 2.00.00. Three DSPs: Listener (binaural spatialization and room effects), Source (mono sources with distance attenuation, directivity and occlusion) and Soundfield (first-order Ambisonics in AmbiX ACN/SN3D format that reacts to head rotation)[5][6]
Steam Audio Valve FMOD Studio plug-in for FMOD Studio 1.10.01 and later, first released in Steam Audio 2.0 beta 12 (January 2018); Valve describes Steam Audio's features as HRTF-based binaural rendering, ray-cast occlusion, reflections and multi-path propagation[30][7]
Meta XR Audio Plugin for FMOD Meta Introduced with Audio SDK v57 (October 2023) as the Presence Platform Audio SDK plug-in for FMOD; minimum FMOD 2.00.00; builds for Windows, Mac and Android/Quest; spatializer for mono sources, a reflections plug-in for room acoustics, and first-order AmbiX Ambisonics on 4-channel tracks[31][32][8][33]

Meta's download page for version 85.0 (February 10, 2026) says "This will be the final version of the Meta XR Audio SDK" and lists FMOD 2.03 as the last known-compatible FMOD version.[34] In FMOD for Unity, Resonance Audio is the bundled example of how to add plug-ins; plug-ins load as dynamic libraries on most platforms and must be linked statically on iOS, tvOS and Nintendo Switch.[35]

Controller vibration and haptics

FMOD can route audio to VR controller actuators. Version 2.02.08 (August 2022) added vibration for the PlayStation VR2 controller on PlayStation 5, and version 2.03 replaced it with a dedicated VR vibration port type, supported on PS5 for the PlayStation VR2 Sense Controller.[5][18] FMOD Studio 2.03.11 (November 18, 2025) added a haptics instrument that plays vibration clips authored in Meta Haptics Studio.[13][36] Firelight's 2.04 notes list the FMOD Haptics plug-in for PS4, PS5, Switch 1 and 2, Xbox One, Xbox Series X and S, and Meta Quest.[19] The manual lists PSVR2 and Meta Quest 3 among devices with "advanced" haptics, which drive actuators with both amplitude and frequency rather than amplitude alone.[36] In Unity, Quest haptics require Unity 6000.0 or later and the OpenXR plug-in with the "FMOD: Haptics" feature enabled, and Quest controllers cannot be auditioned in the editor.[35]

Research

Researchers have compared FMOD's spatialization with other engines in listening tests. At the 2025 Human-Computer Interaction Slovenia conference, Gašper Leskovec, Eva Gaberšček and Jaka Sodnik reported a sound-localization study in which 30 volunteers wearing an Oculus Quest headset used either Unity's integrated spatial audio or the FMOD engine; FMOD users reached 93% accuracy against 87%, and the authors concluded that both engines "perform similarly well on basic localisation tasks," with slight advantages for FMOD in spatial accuracy.[37] In an abstract presented at BioMedEng25 in September 2025, Alex Razvan Domniteanu, Jane Gallacher and Mario Ettore Giardini tested six engines running in Unreal Engine 5.3.2 (UE5 panning, Google Resonance, Steam Audio, Project Acoustics, FMOD Studio and Wwise) with 15 normal-hearing participants judging left-right separation of 800 Hz tones over headphones. They found the measurements broadly similar but with biases that split the engines into three groups, and concluded that the choice of spatialization engine affects measured localization ability.[38]

Use in VR titles

Drool, the developer of Thumper, told Game Developer in 2015 that "We use FMOD for runtime audio."[39] The press kit for Tentacular, a 2022 game listed for Meta Quest, SteamVR, PlayStation VR2 and PICO, credits an "FMOD specialist" in its audio team.[40]

See also

References

  1. ↑ 1.0 1.1 1.2 1.3 "FMOD Studio Concepts (FMOD Studio User Manual 2.04)". FMOD Documentation. Firelight Technologies. 2026-09-29. https://www.fmod.com/docs/2.04/studio/fmod-studio-concepts.html. Retrieved 2026-10-18.
  2. ↑ 2.0 2.1 2.2 "New in FMOD Engine 2.00". FMOD Documentation. Firelight Technologies. https://www.fmod.com/docs/2.04/api/welcome-whats-new-200.html. Retrieved 2026-10-18.
  3. ↑ 3.0 3.1 3.2 "Bose Corporation Announces Acquisition of Firelight Technologies". Bose Pressroom. Bose Corporation. 2026-10-01. https://www.bose.com/pressroom/bose-acquires-firelight-technologies-announcement. Retrieved 2026-10-18.
  4. ↑ 4.0 4.1 4.2 "Core API Spatializing Sounds (FMOD Engine User Manual 2.04)". FMOD Documentation. Firelight Technologies. 2026-09-29. https://www.fmod.com/docs/2.04/api/spatializing-sounds-in-the-core-api.html. Retrieved 2026-10-18.
  5. ↑ 5.00 5.01 5.02 5.03 5.04 5.05 5.06 5.07 5.08 5.09 5.10 5.11 5.12 5.13 5.14 5.15 "FMOD Engine Detailed Revision History". FMOD Documentation. Firelight Technologies. 2026-09-29. https://www.fmod.com/docs/2.04/api/welcome-revision-history.html. Retrieved 2026-10-18.
  6. ↑ 6.0 6.1 "Getting started with Resonance Audio for FMOD". Resonance Audio. Google. https://resonance-audio.github.io/resonance-audio/develop/fmod/getting-started.html. Retrieved 2026-10-18.
  7. ↑ 7.0 7.1 "Steam Audio FMOD Studio Integration". Steam Audio documentation. Valve. https://valvesoftware.github.io/steam-audio/doc/fmod/index.html. Retrieved 2026-10-18.
  8. ↑ 8.0 8.1 "Meta XR Audio Plugin for FMOD". Meta Horizon Developers. Meta. 2026-04-15. https://developers.meta.com/horizon/documentation/unreal/meta-xr-audio-sdk-fmod-intro/. Retrieved 2026-10-18.
  9. ↑ 9.0 9.1 9.2 Kirill Tokarev (2019-08-29). "FMOD: Sound for Game Design". 80.lv. https://80.lv/articles/fmod-sound-for-game-design. Retrieved 2026-10-18.
  10. ↑ 10.0 10.1 Rashid Sayed (2015-03-06). "FMOD Studio Interview: Crafting Interactive Sound for the Current Generation (and Beyond)". GamingBolt. https://gamingbolt.com/fmod-studio-interview-crafting-interactive-sound-for-the-current-generation-and-beyond. Retrieved 2026-10-18.
  11. ↑ "FMOD Homepage, Firelight Multimedia (archived October 15, 2000)". fmod.org. Firelight Multimedia. 2000-10-15. https://web.archive.org/web/20001015132700/http://www.fmod.org/. Retrieved 2026-10-18.
  12. ↑ Nich Maragos (2005-08-01). "Firelight Releases FMOD Ex Audio Engine". Game Developer. https://www.gamedeveloper.com/game-platforms/firelight-releases-fmod-ex-audio-engine. Retrieved 2026-10-18.
  13. ↑ 13.0 13.1 13.2 13.3 13.4 "FMOD Studio Detailed Revision History". FMOD Documentation. Firelight Technologies. 2026-09-29. https://www.fmod.com/docs/2.04/studio/welcome-to-fmod-studio-revision-history.html. Retrieved 2026-10-18.
  14. ↑ Mike Rose (2014-03-10). "FMOD Studio audio tools now completely free for indies". Game Developer. https://www.gamedeveloper.com/business/fmod-studio-audio-tools-now-completely-free-for-indies. Retrieved 2026-10-18.
  15. ↑ Chris Kerr (2020-12-03). "Small developers and creators can now use FMOD Studio for free". Game Developer. https://www.gamedeveloper.com/audio/small-developers-and-creators-can-now-use-fmod-studio-for-free. Retrieved 2026-10-18.
  16. ↑ "New in FMOD Engine 2.01". FMOD Documentation. Firelight Technologies. https://www.fmod.com/docs/2.04/api/welcome-whats-new-201.html. Retrieved 2026-10-18.
  17. ↑ "New in FMOD Engine 2.02". FMOD Documentation. Firelight Technologies. https://www.fmod.com/docs/2.04/api/welcome-whats-new-202.html. Retrieved 2026-10-18.
  18. ↑ 18.0 18.1 "New in FMOD Engine 2.03". FMOD Documentation. Firelight Technologies. https://www.fmod.com/docs/2.04/api/welcome-whats-new-203.html. Retrieved 2026-10-18.
  19. ↑ 19.0 19.1 19.2 "New in FMOD Engine 2.04". FMOD Documentation. Firelight Technologies. 2026-09-29. https://www.fmod.com/docs/2.04/api/welcome-whats-new-204.html. Retrieved 2026-10-18.
  20. ↑ João Martins (2026-10-01). "Bose Acquires FMOD Developer Firelight Technologies to Expand Interactive Audio Business". audioXpress. https://audioxpress.com/news/bose-acquires-fmod-developer-firelight-technologies-to-expand-interactive-audio-business. Retrieved 2026-10-18.
  21. ↑ 21.0 21.1 "Welcome to FMOD Studio (FMOD Studio User Manual 2.04)". FMOD Documentation. Firelight Technologies. 2026-09-29. https://www.fmod.com/docs/2.04/studio/welcome-to-fmod-studio.html. Retrieved 2026-10-18.
  22. ↑ "Welcome to the FMOD Engine (FMOD Engine User Manual 2.04)". FMOD Documentation. Firelight Technologies. 2026-09-29. https://www.fmod.com/docs/2.04/api/welcome.html. Retrieved 2026-10-18.
  23. ↑ "Welcome to FMOD for Unity (FMOD for Unity 2.04)". FMOD Documentation. Firelight Technologies. 2026-09-29. https://www.fmod.com/docs/2.04/unity/welcome.html. Retrieved 2026-10-18.
  24. ↑ "Welcome to FMOD for Unreal (Unreal Integration 2.04)". FMOD Documentation. Firelight Technologies. 2026-09-29. https://www.fmod.com/docs/2.04/unreal/welcome.html. Retrieved 2026-10-18.
  25. ↑ "Audio in Web". Unity Manual (Unity 6.6). Unity Technologies. https://docs.unity3d.com/Manual/webgl-audio.html. Retrieved 2026-10-18.
  26. ↑ 26.0 26.1 26.2 "FMOD Licensing". FMOD. Firelight Technologies. https://www.fmod.com/licensing. Retrieved 2026-10-18.
  27. ↑ 27.0 27.1 "Effect Reference (FMOD Studio User Manual 2.04)". FMOD Documentation. Firelight Technologies. 2026-09-29. https://www.fmod.com/docs/2.04/studio/effect-reference.html. Retrieved 2026-10-18.
  28. ↑ "New in FMOD Engine 1.10". FMOD Documentation. Firelight Technologies. https://www.fmod.com/docs/2.04/api/welcome-whats-new-110.html. Retrieved 2026-10-18.
  29. ↑ Paul James (2015-03-05). "Oculus Releases Audio SDK Preview - Available Now". Road to VR. https://roadtovr.com/oculus-releases-audio-sdk-preview-available-now/. Retrieved 2026-10-18.
  30. ↑ "Steam Audio v2.0-beta.12 release". GitHub. Valve. 2018-01-10. https://github.com/ValveSoftware/steam-audio/releases/tag/v2.0-beta.12. Retrieved 2026-10-18.
  31. ↑ "Meta XR Audio SDK for Unity (version 57.0)". Meta Horizon Developers. Meta. 2023-10-09. https://developers.meta.com/horizon/downloads/package/meta-xr-audio-sdk-unity/. Retrieved 2026-10-18.
  32. ↑ "Meta XR Audio Plugin for FMOD - Requirements and setup". Meta Horizon Developers. Meta. 2026-04-15. https://developers.meta.com/horizon/documentation/unreal/meta-xr-audio-sdk-fmod-req-setup/. Retrieved 2026-10-18.
  33. ↑ "Meta XR Audio Plugin for FMOD - Ambisonic". Meta Horizon Developers. Meta. https://developers.meta.com/horizon/documentation/unreal/meta-xr-audio-sdk-fmod-ambisonic/. Retrieved 2026-10-18.
  34. ↑ "Meta XR Audio SDK (version 85.0)". Meta Horizon Developers. Meta. 2026-02-10. https://developers.meta.com/horizon/downloads/package/meta-xr-audio-sdk/. Retrieved 2026-10-18.
  35. ↑ 35.0 35.1 "Plugins (FMOD for Unity 2.04)". FMOD Documentation. Firelight Technologies. 2026-09-29. https://www.fmod.com/docs/2.04/unity/plugins.html. Retrieved 2026-10-18.
  36. ↑ 36.0 36.1 "Instrument Reference (FMOD Studio User Manual 2.04)". FMOD Documentation. Firelight Technologies. 2026-09-29. https://www.fmod.com/docs/2.04/studio/instrument-reference.html. Retrieved 2026-10-18.
  37. ↑ Gašper Leskovec, Eva Gaberšček, Jaka Sodnik (2025). "Comparison of Unity and FMOD Libraries for Spatial Audio Localization in Virtual Reality". Proceedings of the 10th Human-Computer Interaction Slovenia Conference (HCI SI 2025), University of Primorska Press, pp. 88-96. https://doi.org/10.26493/978-961-293-559-7.8. Retrieved 2026-10-18.
  38. ↑ Alex Razvan Domniteanu, Jane Gallacher, Mario Ettore Giardini (2025-09-04). "Do sound spatialisation engines affect sound localisation abilities in normal-hearing human participants?". BioMedEng25 conference. https://discovery.dundee.ac.uk/en/publications/2d7351c8-1df6-4e70-9938-23b91f7fe9af. Retrieved 2026-10-18.
  39. ↑ "Road to the IGF: Drool's Thumper". Game Developer. 2015-01-28. https://www.gamedeveloper.com/audio/road-to-the-igf-drool-s-i-thumper-i-. Retrieved 2026-10-18.
  40. ↑ "Tentacular - Factsheet". Firepunchd press kit. Firepunchd Games. https://firepunchd.com/presskit/sheet.php?p=Tentacular. Retrieved 2026-10-18.