0
0

Our designers are desiging sounds with the oneshot than stop parameters and we have run into the following delima.

They build a sound that is basicly a one shot for the attack, a loop for the sustain and a one shot for the release. The problem is the parameter ends before the release one shot is done playing. And yes a runtime we change the velocity/value of the parameter.

To us it would be much more sensible if when the event "ends" (via moving parameter stoping reaching maximum) than any playing one shots would continue playing until done. It is a rare case where we actually want to interrupt this sound and those cases can be handeld in code with an event->stop().

  • You must to post comments
0
0

I can change the behaviour of "oneshot and stop event" so that it doesn’t actually stop the event until the last oneshot sound has finished i.e. you won’t get an EVENT_CALLBACKTYPE_EVENTFINISHED callback until all oneshot sounds have finished playing. Is this what you’re after?

  • You must to post comments
0
0

Our sound designers think that that would make more sense to them.

  • You must to post comments
0
0

Ok, it’s in for the next release.

  • You must to post comments
Showing 3 results
Your Answer

Please first to submit.