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Does FMOD Designer currently support playing "parametric" sounds?

This is what I mean by that.

You set up a sound definition that holds a few sound files and when you create an event, you set it up to play that sound instance repeatedly until you tell it to stop. In a way, it is a "looping" instance because it will keep triggering the one-off sounds until you tell it to stop. You should be able to control the rate and randomization of the single events.

I tried setting it up but couldn’t find a way. Am I missing something that’s obvious?

  • Daniel
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Daniel, this [i:3tmnpj5r]used [/i:3tmnpj5r]to be more obvious.

Sound definitions had repeat min and repeat max times, and if these were non-zero, then the sound definition played on a layer as a oneshot would in fact randomize a repeat time between the specified min and max, and keep playing again and again until stopped.
Each time it repeats the sound definition plays a new wave according to its play mode of sequential random, etc..

Now we have the [url=http://www.fmod.org/forum/viewtopic.php?t=7741:3tmnpj5r]spawn intensity[/url:3tmnpj5r] effect (version 01.07.09 and up), which broke sound definition repeat min and max as they once existed. :roll:
However, it is still kind of possible to get the same effect.
In the sound definition spawn intensity property, set a value for the number of instances to play per second. (If you want a longer than 1 second duration you have to use fractional values here)
Spawn intensity timing is apparently always randomized, so there is now no way to specify a fixed repeat time interval.
As earlier, play the sound definition on an event layer as oneshot, and it will repeat until stopped.

We are told that spawn intensity will be revised again, but no details yet as to how or when.

-jason

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[quote="jcobb":1t9brcws]Daniel, this [i:1t9brcws]used [/i:1t9brcws]to be more obvious.

Sound definitions had repeat min and repeat max times, and if these were non-zero, then the sound definition played on a layer as a oneshot would in fact randomize a repeat time between the specified min and max, and keep playing again and again until stopped.
Each time it repeats the sound definition plays a new wave according to its play mode of sequential random, etc..

Now we have the [url=http://www.fmod.org/forum/viewtopic.php?t=7741:1t9brcws]spawn intensity[/url:1t9brcws] effect (version 01.07.09 and up), which broke sound definition repeat min and max as they once existed. :roll:
However, it is still kind of possible to get the same effect.
In the sound definition spawn intensity property, set a value for the number of instances to play per second. (If you want a longer than 1 second duration you have to use fractional values here)
Spawn intensity timing is apparently always randomized, so there is now no way to specify a fixed repeat time interval.
As earlier, play the sound definition on an event layer as oneshot, and it will repeat until stopped.

We are told that spawn intensity will be revised again, but no details yet as to how or when.

-jason[/quote:1t9brcws]

I’m pretty sure that there will something in the next release that will make you a lot happier Re: spawn intensity…

cheers,
Templar

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That is excellent news, thanks. We’re looking forward to it.

-j

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Thanks for the info. I would be very happy to see the updated implementation of this function as well. I use this type of sounds very often and as we switch to the Designer I was hoping to see this feature.

  • Daniel
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min/max is back in the latest release.

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