I’m new at using FMOD, and after tinkering with it for a few days, I’ve run into a problem that I’m hoping someone could offer advice for.
What I’m trying to do is very simple: Create a footstep sound definition that has a left and right foot sample inside it. I’ve created a footstep sound definition and put the left and right foot sounds into the definition, where I can then audition it and hear the left and right foot samples cycle through one by one sequentially, as I expect them to (using SequentialEventRestart for the Play Mode). So far so good.
Next I create a footstep event in the Events tab and edit it in the Event Editor. I add the footstep sound definition as a one-shot, and I was hoping this was where the process would end.
Ideally, I’d like for the client software to trigger these separate footsteps sequentially using animation notifies toward the footstep sound definition. This would allow the programmers to use just one event call for the walking sequence. For example, a foot lands -> trigger sound def -> sound def plays first in seq (left foot); the other foot lands -> trigger sound def -> sound def plays next in seq (right foot).
The problem I’m having is that when I play the event from the Event Editor, only one sample in the sequence plays each time I hit the play button (or if I try to loop it). Instead of the samples of sound definition cycling through, I just hear left foot, left foot, left foot, etc. However, if I change param00 to a blank spot on the timeline and then navigate back, the sound cycles properly.
In this, will the programmers have to change the parameter twice for each footfall so that it cycles properly, or is there a way to cycle it for each time the event itself is triggered? Is there a better way to do what I’m trying here?
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