hi, was wondering about the interaction of channelgroups with events. Found this comment from brett on an old thread:
[quote:1d2ag0mn]fmod’s event system uses a channelgroup per event, and even per layer inside each event, so yes, you could use it in the way you say. [/quote:1d2ag0mn]
I’d quite like to be able to submix all my audio to a small number of ‘buses’, eg one for sound effects, one for ambience, one for music
ie to separate out ‘channelgroups’ in a fairly coarse way and then fade them up and down. it seems from brett’s comment that the event system is using channelgroups for its own purposes and so I can’t do this. (I was originally going to ask if I could get a new parameter added to event.start() that allowed me to specify a channelgroup to play it under…)
Am I right in thinking that to set up this kind of submixing (coarse grained) , channelgroups are out, so I’ll need to wrap my own layer on top of events? and call event.setvolume() by hand to control the levels?
or can I sort of wire up the coarse channel groups into the network some other way?
how might this work if I wanted to add dsps to some of my submix ‘stems’ and not to others?
- alex_mm asked 10 years ago
If you’re using the Designer tool/API, then just look at EventCategory. An EventCategory is a container whose purpose is to aggregate events for the purposes of mixing, adding DSP effects, etc. I think that’s exactly what you want.
One caution is that the Volume property of the Category in the Designer tool is overridden if you call EventCategory::setVolme(). Same goes for other params. I didn’t realize that and we were wondering why our designer’s mix wasn’t coming through. Now, we have a few top level categories that the programmer controls (FX, Music, etc) each of which has a sub-category for designer controlled mixing (FX_Mix, Music_Mix, etc).
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