0
0

I have, as many of us have posted about, a one shot + loop + one shot event. All three sounds are on the same event track. I also have a parameter moving through the event so I can stop on the loop using a sustain point and nice things like that. What I want to know is when the parameter hits the beginning of the loop sound in the event.

Is there a way to do this or does my sound designer have to tell me, for example, "The loop sound begins playing when the parameter is 0.5"?

Thanks.

  • You must to post comments
0
0

You can get a callback on an event when a particular sound definition starts. -> EVENT_CALLBACKTYPE_SOUNDDEF_START

That is about the only way.

  • You must to post comments
0
0

[quote="brett":2c8m7vk1]You can get a callback on an event when a particular sound definition starts. -> EVENT_CALLBACKTYPE_SOUNDDEF_START

That is about the only way.[/quote:2c8m7vk1]

Looking at the parameters passed to EVENT_CALLBACK, many of the callback types are passed the name of the sound definition. Why is it that the callbacks can be passed this info but I can’t get it from my event. It would be great to be able to get the various sound definitions from an event. As I understand it, currently you have to go up to the EventCategory level, get the ChannelGroup, then the Channel and finally the Sound.
Thanks.

  • You must to post comments
0
0

That wont work, but the reason is an event is complex, and you’d have to do things like enumerate layers then the sounds in the layers. A callback is just one interface for when the actual sound def triggers, you don’t have to go searching for it. You really shouldnt need this sort of information in a data driven system.

  • You must to post comments
Showing 3 results
Your Answer

Please first to submit.