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This request applies to the runtime fmod sound system as well as the designer tool.

I would like the ability to assign parameter values to the items in a sound definition so that the when the sound definition plays, the current parameter value provided by the game is used to filter which items are valid playback candidates in the sound definition, at which point random or sequential playback would occur. If the parameter changes during playback, the sound definition switches which items it is playing, or just finished playing and ends normally, depending on the parameter mode setting of the sound definition. The characteristic of being able to assign multiple parameter values per item allows for shared groupings of items in a sound definition.

an example:

Sound Definition 1: checks parameter A (int), mode: track changes
Wave 1: parameter A value 1
Wave 2: parameter A values 1 and 2
Wave 3: parameter A value 2
Wave 4: parameter A value 1 and 3
Wave 5: parameter A values 1, 2 and 3
Wave 6: parameter A value 3

This kind of functionality can be used to implement a variety of structures that might otherwise be tedious to implement on a large scale with event layer parameter tracks.

Material indexed footsteps
Language selection for dialog lines
Music layer selection
Music instrumentation changes

cheers
-jason

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Yeah, I can see how that would be useful. Material indexed footsteps is a good example of how a feature like this could save the designer a lot of hassle. I’ll get that onto our list.

Cheers Jason!

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Thanks!

I am very impressed with the attention and responsiveness you guys demonstrate on this forum.

-jason

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