0
0

I’ve got an event in designer (gunshot) which is build of two sounds – fire and shell sound. Fire sound is looped and I have cycle parameter with non-zero velocity set.

Then I have a sustain point placed in fire sound, so when this event is played from the game it is stuck in fire sound loop, until keyOff() is called for cycle parameter. This work nice, and when keyOff() is called I can hear shell sound playing. But the whole event doesn’t stop, and looped fire sound continue playing. As I’ve already said, the event is marked as Oneshot – Yes, and I expect it to stop after shell sound was played.

How can I solve this kind of issue?..

  • You must to post comments
-1
0

[code:3nmh4drb]
| <- sustain
——————-+—————-
| Fireloop | End sound |
——————-+—————-[/code:3nmh4drb]

I believe thats how we have them set up

  • You must to post comments
0
0

Hi,

[quote="a1psx":1mc1cr1x][code:1mc1cr1x]
| <- sustain
——————-+—————-
| Fireloop | End sound |
——————-+—————-[/code:1mc1cr1x]

I believe thats how we have them set up[/quote:1mc1cr1x]

[quote="SAinet":1mc1cr1x]yeah, thats right. End sound is one-shot sound, Fireloop is looped. But if its loop mode is set to mode ‘loop and play to end’ it doesn’t stop looping after keyOff. So the whole event doesn’t (its marked oneshot btw).

maybe i dont undestand the meaning of ‘loop and play to end’ property?.. :-?[/quote:1mc1cr1x]

Do you mean it never stops looping, or it just takes a while to stop?

If it never stops looping, that’s probably a bug.

If it just takes a while to stop, it’s probably "loop and play to end" working as intended. This loop mode will keep looping the sound until the parameter moves off it, and then play the sound to the end. If you have a long Fireloop sound, this could take a while. How long is your Fireloop sound?

If this doesn’t help, could you send a small FDP which demonstrates the problem (including audio assets) to support@fmod.org so we can try to diagnose it?

Thanks,
Ben

  • You must to post comments
0
0

yea, but the issue is fixed and working fine in 4.12.07 (maybe earlier?..)

  • You must to post comments
0
0

Does the ‘block’ of sound stop after the keyoff point?

  • You must to post comments
0
0

what do u mean ‘block’?..

now its clear. It works well with 4.13.05 api and designer, but ‘shoot’ sound must have ‘loop and cut off’ loop mode in its instance properties.. With ‘loop and play to end’ it doesn’t stop automaticly..

I dont know – should it act like that?..

  • You must to post comments
0
0

The ‘block’ of sound in the designer, bringing the end in, until it’s level with the keyoff marker.

  • You must to post comments
0
0

second sound block (shell sound) does. But the looped fire sound doesn’t.

  • You must to post comments
0
0

yeah, thats right. End sound is one-shot sound, Fireloop is looped. But if its loop mode is set to mode ‘loop and play to end’ it doesn’t stop looping after keyOff. So the whole event doesn’t (its marked oneshot btw).

maybe i dont undestand the meaning of ‘loop and play to end’ property?.. 😕

  • You must to post comments
0
0

The way I read it, is it plays the sample until the loop point, then stops (useful for not clipping a gun fire sample etc)

  • You must to post comments
0
0

[quote="a1psx":4fok2emo]The way I read it, is it plays the sample until the loop point, then stops (useful for not clipping a gun fire sample etc)[/quote:4fok2emo]

i thought that too :) so is it a bug? 8)

  • You must to post comments
0
0

Is the Event set to Oneshot in the master event properties page?

I have this working like this:

[code:n7tei5nn]

            | &lt;- sustain

——————-+—————-
| Fireloop | End sound |
——————-+—————-

[/code:n7tei5nn]

…with the sustain point before the end of the loop. Fireloop should be set to Loop and Cutoff, End Sound should be set to Immediate and Oneshot. The entire event should be a one-shot, and the parameter driving the loop should have a velocity (or somehow be programmatically increased in value until you reach the sustain point) and it should be set to Oneshot as well.

  • You must to post comments
Showing 11 results
Your Answer

Please first to submit.