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Hi,

First off, I’m loving what I’ve seen so far with FMOD. Great work.

We’re currently investigating whether to use FMOD for a game we’re working on, and I’ve come across a potential issue with using events.

Our sound guy has provided me with an explosion event that has 6 layers. 2 oneshot samples, and then 4 layers that use looped samples (Of various lengths) with volume effects on each. The largest loop is set to length 1, and the others are shorter.

The trouble I’m having is that I don’t know how to stop the whole event looping. I would have expected that once the primary parameter had reached 1.000 it would automatically stop. But maybe I’m just being a bit dense. :)

THe documentation is a little sketchy in places, so I’m hoping you can give me a bit of guidance.

Cheers

Muttley

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That’s great news.

I did attempt to use EventParameter::getValue to detect when to stop the event, but for some reason I couldn’t get it to detect the end. 😕

Anyway, thanks for the info.

Muttley

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Any idea when this feature will be added?

If it’s not going to be for a while, can you give me idea of how to detect whether an event has finished playing so that I can try and stop it manually?

Cheers

Muttley

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This feature will be implemented within the next week or so.

Cheers,

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[quote="andrew":3f0j3hpz]This feature will be implemented within the next week or so.

Cheers,[/quote:3f0j3hpz]

Excellent.

Thanks for the update.

Muttley

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