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Sustain points! Cool! Now I can make a servo motor sound with a pitch effect so that it revs up when the event starts, loops at a steady pitch as the motor runs, then revs down at keyoff. All this without having to use separate samples for revving up and stopping, which saves memory.

But I ran into a bug:

1) Open or create an Event
2) Add a Sustain point to it
3) Add a Parameter, open it
4) Give the parameter Velocity, and set the Loop Behavior to “Oneshot and stop event”
5) Play the event and use Keyoff
—> FMOD Designer crashes when the parameter reaches maximum value.

This only happens is the loop behavior is “oneshot and stop event”.

Also; I tried adding a Sustain point to the “Car” example event, and gave the RPM parameter a velocity. For some reason, the parameter doesn’t stop at the sustain point. I know it makes no sense to add a sustain point to a car engine, but I was just wondering what the condition / rule here is, that the Sustain point refuses to work?

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Both issues are fixed for the next release.

Cheers,

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Coolness. :)

Found a small bug: The AutoPitch feature should only work with the Primary parameter, right? Still, if you select some other parameter than the Primary one, then open the Sound Instance Properties of some sound in the event, the AutoPitch reference only accepts values within the currently selected parameter’s limits.

(if AutoPitch is supposed to work with any parameter, then never mind)

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[quote="Skaven":20wlvhjt]Sustain points! Cool! [/quote:20wlvhjt]
Question: how do I use sustain points? Can’t seem to find a way to make them.

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Hello.
I have some problem with new Fmod Designer.
I created two layers and two parameters, each fore one layer. In parameter properies i choosed "Loop behavior: Loop" and saved project. But when i close designer, open it again and load my project – loop behavior is "oneshot", and i must check every parameter in project again… Older version Fmod Designer is working well with this parameter.

sorry for english

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Hi Pavel, this problem has been fixed for the next release.

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[quote="Skaven":1eoaqy4c]Found a small bug: The AutoPitch feature should only work with the Primary parameter, right? Still, if you select some other parameter than the Primary one, then open the Sound Instance Properties of some sound in the event, the AutoPitch reference only accepts values within the currently selected parameter’s limits.[/quote:1eoaqy4c]

This has been fixed for the next release which is now 4.03.08

Cheers,

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