My apologies if this was already asked. I’ve read through the programming best practices and the API documentation and haven’t found an answer.

In FMOD Designer, I have a single event.
That event has a parameter
Depending on the value of the parameter, I reference one of 12 different wave files.
Each wave file is in a separate .fsb.
[b:bm5jd32p]Question 1:[/b:bm5jd32p] When I load the event by calling getEventXXX() will that load all 12 wave files from all 12 .fsbs?

Same question for getGroup().

[b:bm5jd32p]Question 2:[/b:bm5jd32p] My desired result is to only load the .wav files that the event needs to play based on the parameter value passed to it. Is there a way to do this?

To add context to what I’m trying to do:
I’m working on a game with 12 different playable characters.
The event is for the characters walking on a particular surface.
Each character has a different line of dialogue to say while walking on said surface.
It would be convenient for our sound designer to just call out that one event and I programmatically pass the character’s ID as a value to the event parameter.


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[b:35z67zwc]Answer to Question 1:[/b:35z67zwc] After turning on some FMOD logging I’m pretty all .wav files that are in the event are being loaded at once.

[b:35z67zwc]Question 2[/b:35z67zwc] still remains unanswered on how to load an event and not have it load all the .wav files until a parameter value is passed to it indicating which .wav file to play.

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I don’t think there’s a (good) way to schedule wav loads based on parameter position. You could probably finagle something with some programmer sounds, but I think that’s probably more trouble than it’s worth.

In our experience, we’ve found it all around better to do one Event per surface type rather than pack a bunch of surface types into a single Event. That makes data management easy, and also lets you tune things like the reverb levels, volumes, etc per surface type, which can be handy when it comes time to mix specific situations.

I would also add that parameters are best used when describing continuous values or at least when you want a continuous blend between discrete values. In the case of footsteps, you don’t really want to morph stone into wood, and even if you did, the parameter approach limits you to only morph between the wavs to the left and right of a given wav, not any surface in the set.

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