I’m trying to make out whether the event system can be suitable for our project, because just faced some problems…
We are currently working on an RTS title, where players will operate large groups of units.
Several hundreds of units (tanks, firing soldiers, etc.) playing same looping samples produce annoying messy effect. I’ve tried to use volume and pitch randomization along with using random sample variations inside sound definitions but it doesn’t help much. So, number of playbacks should be limited, not just by reducing max playbacks in the event properties (this will simply leave other units of same kind silent forever) but making them temporarily inaudible (virtual) according to their importance. I wonder if it might be helpful in such case, because the importance of the events depend on their priority and distance to the listener (am I correct?) and we have a great number of same priority units grouped together at a close distance?
As far as I know, there is still no way of making events virtual in Designer like using virtual channels in FMOD Ex? Or perhaps there is another possible way out?
Any help is appreciated, thanks a lot.
- IY? asked 9 years ago
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