Thought I'd put together a quick work-in-progress post to show my current progress on my integrated FMOD and Unreal Engine 4 Desert project. At the moment, it's pretty much identical to the finished tutorial level that came with Sally Kellaway's excellent FMOD tutorial videos, save for one thing...a giant sentry robot!
Using UE4's Sequencer, I've created a (very rough) animation sequence where the robot patrols back and forth from the edge to the middle of the level. I've attached a FMOD events to the robot's skeletal mesh and animation sequences and attenuated the sounds attached to these events with the distance parameter so the player can hear the machine's footsteps and engine sounds as it approaches.
Big thanks to Phil Davison for troubleshooting a crossfade issue I was having with my mixer snapshots; now the grenade tinnitus effect has a nice smooth fade crossfade with the environment sounds as opposed to an abrupt switch over.