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… for FMOD Designer.

It would be cool to be able to control the respawn time of various sounds with a parameter curve, to make them trigger more or less frequently depending on the situation. Example 1: as a thunderstorm gets more intense, thunderclaps are triggered more often. Example 2: As the drawbridge mechanism starts rotating faster, the “clank” sounds get triggered more frequently, rather than being pitched up.

The parameter would act as a multiplier that multiplies both the minimum and maximum respawn times (defined in Sound Definitions) of any sound in the layer. If the curve goes above 1, the respawn times get longer. If it goes below 1, the sounds get denser. If it hits zero, the sound stops (since zero respawn time = oneshot).

Just an idea.

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Oops, now that I think about it, looks like there is a problem in the way I explained it above: if the curve is at zero, there’s no sound, right, but once it goes just slightly above zero, you actually get a very frequently triggered sound since the respawn time is very short.

The variable should either wrap around somehow, or understood as “respawns per unit of time” so that the fastest respawning would happen at the top of the curve, and from there fade gradually to zero at the bottom.

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