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I’m sure this is something incredibly obvious, but it’s build day, our Audio coder is off for the week, and I can’t see anything!

No matter when we trigger some samples, they only play when our main music track stops. Others play correctly as soon as we fire them off (playing over the top of the music).

This feels like it has to be a setting we have wrong on the offending events in the Sound Designer, but I’ve gone through all the options and there seems to be no difference between the ones that work and the ones that dont.

So, has anyone seen anything similar and what could it be? It feels like FMOD is waiting for a particular channel to become free before playing the new sound, but I can’t see anything to control this in designer.

Apologies if this in the FAQ/Wiki, but any help would be much appreciated!

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And it turns out it was something incredibly obvious. The person that had been adding the new sound effects had been adding them to the music bank, which was set to only have one channel.

They have been taught the error of their ways with the stick of enlightenment.

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