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Hello God,
I am looking to use the FMOD spawn function for automatic weapon events. When I use equal min and max spawn times with the"maximum spawned sounds" set to 1 the spawning seems to operate on a wait for previous model – by which I mean any sample longer than the maximum spawn time causes the spawn behavior to wait until the full length of the sample is played before triggering the next sample. Is there a way to control this outside of quantizing the samples and creating start, loop and end sound definitions?

Thanks, Peret

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[quote="peret":2ps8jbq0]Hello God,
I am looking to use the FMOD spawn function for automatic weapon events. When I use equal min and max spawn times with the"maximum spawned sounds" set to 1 the spawning seems to operate on a wait for previous model – by which I mean any sample longer than the maximum spawn time causes the spawn behavior to wait until the full length of the sample is played before triggering the next sample.[/quote:2ps8jbq0]

Yes, this is the expected behaviour – maximum spawned sounds is 1, so no more than 1 instance of the sound will play at a time. If you want multiple overlapping instances of the sound to play, you need to increase maximum spawned sounds.

[quote="peret":2ps8jbq0]Is there a way to control this outside of quantizing the samples and creating start, loop and end sound definitions?[/quote:2ps8jbq0]

Can you be more specific? What do you want to control? What is the desired behaviour?

Ben

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[quote:n81xigf2]Can you be more specific? What do you want to control? What is the desired behaviour?[/quote:n81xigf2]

That the min max settings should override the length of the sample (cutting it off and playing the next) therefore keeping an even "tempo". If the spawn behavior is overridden by the length of the samples it becomes necessary to truncate those samples in order to regulate the speed at which they are re-triggered which is what I hope to avoid.

Thanks for the help…….Peret

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[quote="peret":1l78p268]
… the min max settings should override the length of the sample (cutting it off and playing the next) therefore keeping an even "tempo". If the spawn behavior is overridden by the length of the samples it becomes necessary to truncate those samples in order to regulate the speed at which they are re-triggered which is what I hope to avoid.[/quote:1l78p268]

Why can’t you increase max spawned sounds to allow the sound instance to re-trigger? Does the sound have an embedded "end firing" sound or similar?

Ben

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[quote:y0eefqxa]Why can’t you increase max spawned sounds to allow the sound instance to re-trigger? Does the sound have an embedded "end firing" sound or similar?[/quote:y0eefqxa]
Yes – I’d have to double up the amount of samples I need to get the same amount of variation if I use a separate end sound definition. Thanks again BTW….. it’s not every day one talks to a deity :)

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[quote="peret":1zunj449][quote:1zunj449]Why can’t you increase max spawned sounds to allow the sound instance to re-trigger? Does the sound have an embedded "end firing" sound or similar?[/quote:1zunj449]
Yes – I’d have to double up the amount of samples I need to get the same amount of variation if I use a separate end sound definition. Thanks again BTW….. it’s not every day one talks to a deity :)[/quote:1zunj449]

Yes, God is currently unavailable, so you’re stuck with me for the moment ๐Ÿ˜‰

So basically you need a way to change the max spawns behaviour. We’ll discuss this internally (I’m only a minor deity), and get back to you soon.

Ben

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[quote="ben":1awf2fdp]Yes, God is currently unavailable, so you’re stuck with me for the moment ๐Ÿ˜‰

So basically you need a way to change the max spawns behaviour. We’ll discuss this internally (I’m only a minor deity), and get back to you soon.

Ben[/quote:1awf2fdp]

The is my kind or religion – direct access and try before you buy! ๐Ÿ˜€

Thanks Ben, if you can give me a idea (if you implement the change) of which version you expect to include this option I would be very grateful as I am working on this now (a heads up if you decide not to would be equally helpful) Thanks again, Peret

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[quote="peret":23fvqrk6][quote:23fvqrk6]Why can’t you increase max spawned sounds to allow the sound instance to re-trigger? Does the sound have an embedded "end firing" sound or similar?[/quote:23fvqrk6]
Yes – I’d have to double up the amount of samples I need to get the same amount of variation if I use a separate end sound definition. Thanks again BTW….. it’s not every day one talks to a deity :)[/quote:23fvqrk6]

Make each of your firing loop variations work with each of your end fire variations and use two sound definitions. Seems like a nasty hack to use "spawn time" here because you’d have to manually input the exact millisecond value of the looping section of each sound so it doesn’t play the end section every time. We wrote FMOD Designer so you could avoid typing in hardcoded numbers by hand ๐Ÿ˜‰

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[quote="andrew":2506ufp7]

Make each of your firing loop variations work with each of your end fire variations and use two sound definitions. Seems like a nasty hack to use "spawn time" here because you’d have to manually input the exact millisecond value of the looping section of each sound so it doesn’t play the end section every time. We wrote FMOD Designer so you could avoid typing in hardcoded numbers by hand :wink:[/quote:2506ufp7]

Wouldn’t the min max spawn time settings automatically control the "loop/retrigger" time If you used traditional monophonic system where the last sample was cut off as the next one was triggered?

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Ok, just to make sure we’re on the same page. You have one sample that has a looping section of, say, 1000ms and a tail section of, say, 1000ms. You would need to set "Spawn time" to 1000 so that FMOD played the looping section once and then – when it goes to spawn another one it cuts off the previous one (this "cutting off" is the new behaviour you’re asking for) and plays the looping section again.

Is this what you’re thinking?

If so, my point is that you would need to know for each sample where the looping section ends and the tail section begins so you know what value to set for "Spawn time". Also you can’t set this value independently for each sound definition entry so all your variations would have to loop at exactly the same millisecond value.

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[quote="andrew":2babxkos]Ok, just to make sure we’re on the same page. You have one sample that has a looping section of, say, 1000ms and a tail section of, say, 1000ms. You would need to set "Spawn time" to 1000 so that FMOD played the looping section once and then – when it goes to spawn another one it cuts off the previous one (this "cutting off" is the new behaviour you’re asking for) and plays the looping section again.

Is this what you’re thinking?

If so, my point is that you would need to know for each sample where the looping section ends and the tail section begins so you know what value to set for "Spawn time". Also you can’t set this value independently for each sound definition entry so all your variations would have to loop at exactly the same millisecond value.[/quote:2babxkos]

Yes, though as long as the sounds explosive attack fits inside the duration of the rate of fire it doesn’t make much difference where the sample is cut off as long is adheres to the "spawn time". I was hoping to use the spawn time as you would an arpeggiator on a mono synth; using some kind of key off function when you wanted to play the sample though to the end. Thanks, Peret

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