Audio was present in the project, but no one had control over it

Context

The project was already in production. Audio existed, but it wasn’t working cohesively.

The challenge

The problem wasn’t sound quality. The problem was the lack of structure and approach.

The effects:

  • Rework instead of progress.
  • Communication chaos.
  • No repeatability.

My role

Getting audio in order as a system, not a pile of files.

What was done

  • Implementing FMOD Studio.
  • Building workflow structure.
  • Documentation and best practices.
  • A way to diagnose problems.

Outcome

  • Audio stopped generating chaos.
  • The team knew what to do and how.
  • The project stopped „going in circles.”

Takeaway

Audio without structure always starts costing more than it should.

If audio is starting to drift, this isn't a sound problem - it's an approach problem.

Technical details

The project was built in Unity using FMOD as the audio middleware.

The scope covered:

  • Implementing FMOD Studio.
  • Organizing the audio structure in the project.
  • Preparing documentation and ways of working.
  • Optimizing audio implementation.

The goal was to build a scalable audio system instead of one-off solutions.

This approach was applied in projects including:

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Process

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