Lesson 203: FMOD WebGL Snapshot Registration Boot Probe for Browser Demo (2026)
Direct answer: On FMOD 2.03 WebGL, bus snapshots stay silent when you register snapshots before banks finish loading—or skip the user-gesture resume that unlocks the audio thread. This lesson ships fmod_webgl_snapshot_receipt_v1.json with W1–W6 gates and wires them into your live-ops chain after Lesson 202 string table smoke.

Why this matters now (FMOD 2.03 WebGL upgrades)
July–October 2026 HTML5 fest demos upgrade FMOD for Unity 2.03 while desktop builds still duck combat music correctly. WebGL fails differently from banks missing after Addressables strip: banks load, snapshots never apply on the first scene. The FMOD 2.03 WebGL snapshot playbook documents W1–W6; WebGL silent first scene help covers gesture + bus init—this lesson is the course milestone that files the receipt before BUILD_RECEIPT promotion (Help #10 snapshot fix queued separately).
Beginner path (35-minute proof)
| Step | Action | Success check |
|---|---|---|
| 1 | Pin Studio + integration versions in repo | fmod_studio_version in receipt |
| 2 | Load banks async; wait complete | Build Report lists .bank assets |
| 3 | Register snapshot list after load | W3_snapshot_list pass |
| 4 | Add canvas pointerdown gesture gate |
W4_gesture_resume pass |
| 5 | Enter Combat snapshot; measure duck | ±1 dB vs Windows |
| 6 | Write fmod_webgl_snapshot_receipt_v1.json |
promotion_allowed: true |
| 7 | Attach to BUILD_RECEIPT | webgl_snapshot_receipt column green |
Time: ~35 minutes smoke; full lesson 70 minutes with CI A/B + triple-surface matrix.
Developer path (gates W1–W6)
| Gate | Check | Fail when |
|---|---|---|
| W1 | Integration package pinned | Hand-copied .bank from Discord |
| W2 | Banks in player / WebGL payload | Strip removed banks |
| W3 | Snapshot list registered post-load | Awake() registration |
| W4 | Gesture resumes FMOD + browser audio | Autoplay block silent |
| W5 | Combat snapshot auditions on WebGL | Desktop-only duck proof |
| W6 | Receipt committed + BUILD_RECEIPT | Any W1–W5 red |
fmod_webgl_snapshot_receipt_v1.json
{
"schema": "fmod_webgl_snapshot_receipt_v1",
"build_label": "html5-nextfest-2026-rc2",
"fmod_studio_version": "2.03.xx",
"integration_package": "FMOD for Unity 2.03.y",
"surfaces": {
"windows_standalone": { "snapshot_combat_duck_db": -6.2, "pass": true },
"webgl": { "snapshot_combat_duck_db": -5.8, "pass": true }
},
"gates": {
"W1_integration_pin": "pass",
"W2_banks_loaded": "pass",
"W3_snapshot_list": "pass",
"W4_gesture_resume": "pass",
"W5_snapshot_audition": "pass",
"W6_receipt": "pass"
},
"gesture_probe": "pointerdown_on_canvas",
"promotion_allowed": true
}
Store under release-evidence/audio/FMOD_WEBGL_SNAPSHOT_RECEIPT.json.
Bank → snapshot → gesture sequence (Unity sketch)
async void Start() {
await LoadAllBanksAsync(); // W2 complete
RegisterSnapshotCallbacks(); // W3 — never in Awake before banks
await WaitForFirstGestureOnCanvas(); // W4
RuntimeManager.StudioSystem.setParameterByName("Combat", 1f);
// W5: log bus meter delta vs menu baseline
}
Pair with Wednesday demo smoke before HTML5 branch promotion.
Publish gate
ALTER TABLE release_publish_gate ADD COLUMN IF NOT EXISTS
fmod_webgl_snapshot_blocked BOOLEAN NOT NULL DEFAULT false;
CI verify_fmod_webgl_snapshot_v1 sets blocked false only when promotion_allowed is true and Thursday row review includes webgl_snapshot_receipt if your template extended audio columns.
Prerequisites
- Lesson 202 — localization receipt chain
- FMOD 2.03 WebGL snapshot blog
- FMOD WebGL silent first scene help
- Lesson 201 — HTML5 storefront labels
Common mistakes
- Registering snapshots in
Awake()before Addressables bank load completes. - Proving duck on Windows only while WebGL ships loud combat bed.
- Skipping gesture gate because Editor autoplay works.
- Mixing Studio 2.03.0 banks with 2.03.1 integration package.
Troubleshooting
| Symptom | Fix |
|---|---|
| Silent entire WebGL build | W4 gesture + first-scene help |
| Music plays, no duck | W3 order + W5 audition |
| Banks missing | Addressables strip help |
| Wwise project instead | Different stack—use Wwise DSP help, not this receipt |
Mini exercise (50 minutes)
- Break W3 on purpose (register in
Awake); confirm receipt fails. - Fix load order; pass Windows duck.
- Repeat on WebGL build with gesture probe.
- Commit receipt; add BUILD_RECEIPT row.
- Cross-link from FMOD blog course milestone section.
Continuity
- Previous: Lesson 202 — Weblate string table smoke
- Next: Lesson 204 — Fab ORM metallic import receipt
- Guides (planned): FMOD WebGL preflight (Guide queue #4)
FAQ
Does this replace the FMOD blog?
No—the blog is the playbook; this lesson is the live-ops milestone in your RPG course arc.
Godot + FMOD?
Same W2→W3→W4 order; swap Unity RuntimeManager calls for your engine bridge—receipt schema unchanged.
Help #10 not published yet?
Use WebGL first-scene help until fmod-2-03-bus-snapshot-silent-webgl-after-integration-upgrade-fix ships.
Desktop duck proof is not WebGL duck proof—file fmod_webgl_snapshot_receipt_v1.json before you promote the HTML5 fest branch.