when playing back a car engine in the designer, I hear clicking (non zero crossing) as one engine loop stops, particularily when the parameter is moved quickly. I am using the raised -3db cross fade, but if the parameter is moved too quickly the cross fade doesn’t take effect. (hence the clicking)
I have tried using seek time in the parameter properties but it slows the engines ability to rev too much to be of any use.
Is there any way of creating a very quick fade out when a sound instance is told to stop thus stopping the clicking.
it would be interesting to know if any one else as also noticed this problem.
- redSonic asked 10 years ago
Yeah, forcing software on the wavebanks, in the game and through the FMOD Designer. Without getting into specifics about engines, probably the best way to test it would be with a low frequency sine wave as there is a big chance that when you cut off the sound it will be at a non zero location and a sudden stop to zero sound will cause a click. Just going into the example project and using the sine wave from there and rapidly going back and forth over it should cause the effect.
Just wanted to add to this and suggest something else that would help with the problem (I’m a programmer here, redSonic is a sound designer), if there was another sound instance looping option called something like "Loop and cutoff at next zero crossing". This would hopefully get rid of any clicks but only ever play for a fraction of a second longer, rather than relying on a set fade out time and the complications it would bring if a sound instance was told to fade out and play again very quickly.
I experimented with "Loop and play to end" but the volume of the sound instance remains at whatever it was when it was last playing. Difficult to explain exactly but if you had a sound instance that was full volume at param value 1, faded to 0 by 0.5 but didn’t exist anymore at 0 and you set the parameter directly from 1 to zero, the sound would play to end at full volume.
I’m guessing that this is quite a technical issue that not many people have experienced and it’s only really of importance to us as we’re concentrating on car engines a lot and want to make them sound as good as possible. I suppose if need be I could look at making a modification to the fmod source code but it’s not ideal.
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