
During February 2025, Simon Nilsson integrated FMOD audio middleware into the Unity-based repository Spelprojekt-2-Grupp-3/grupp-3-spelprojekt-2, focusing on both audio fidelity and maintainability. He implemented StudioListener and StudioParameterTrigger components, expanded FMOD core API usage, and overhauled audio bank management by refactoring Master.bank loading for improved performance. Simon also developed an AudioCanvas UI for real-time adjustment of Master, Music, and SFX levels, persisting user preferences with PlayerPrefs. Using C#, C++ plugin integration, and Unity, he updated repository configuration to manage FMOD asset inclusion, reducing asset management risk and establishing a scalable foundation for future audio features.

February 2025: Delivered FMOD Audio Middleware integration in the Unity project, including StudioListener and StudioParameterTrigger, expanded core API usage, and revamped audio bank management (Master.bank) with a performance-focused bank loading refactor. Introduced AudioCanvas UI for Master/Music/SFX settings with PlayerPrefs persistence and updated repository configuration to correctly include/exclude FMOD assets. This work improves audio fidelity and stability, reduces asset-management risk, and provides a scalable foundation for future audio features.
February 2025: Delivered FMOD Audio Middleware integration in the Unity project, including StudioListener and StudioParameterTrigger, expanded core API usage, and revamped audio bank management (Master.bank) with a performance-focused bank loading refactor. Introduced AudioCanvas UI for Master/Music/SFX settings with PlayerPrefs persistence and updated repository configuration to correctly include/exclude FMOD assets. This work improves audio fidelity and stability, reduces asset-management risk, and provides a scalable foundation for future audio features.
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