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Just trying to understand how looping parameters are intended to work, we’ve got a bug about how we’ve implemented use of them from our sound designers saying that they don’t reset every time you stop and start them but I’m thinking this is just how they are intended to work after watching the preview in Fmod Designer. Whereas with a oneshot velocity every time you press play again it begins from zero, when it’s looping it just continues on from wherever you last pressed stop or where you’ve moved the parameter to.

Is there any way you can specify that you’d like looping parameters to reset each time you play them? If we can’t specify we’d like these parameters to reset then I guess we’ll just have to manually go in and reset specific looping parameters at the point when we play the instances again, not too much of a problem but just wondered if there was another way first.

Cheers,

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you would use EventParameter::setValue(0); though they should probably reset automatically.

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Yeah, I can’t think why you’d not want it to reset – otherwise it’s kinda half and half between stopping and pausing an event. For now I’ll just search through an event’s parameters just before we play it and reset any with a velocity (don’t think there’s a way to find out whether it’s a looping one in code).

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