WebGL said NO to our audio filters
We uploaded our Unity WebGL build, hit play, and… our music isn't changing under the water.
Turns out default Unity Low-Pass and High-Pass Filters just noped out in WebGL!!!
And the uploading time is close to an end!!!
Luckily we quickly found a workaround 🔊:
Instead of relying on runtime filters, we pre-baked filtered versions of our audio stems and blended between them using volume control.
Not elegant. But it works!
Any other solutions?
Has anyone out there ever used FMOD in WebGL builds?

We invite you to check out and play our game on our page!
