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when defining a custom distance parameter on an event, we encountered a problem. if we define a parameter with max value 40.0 and start the event, the event is not audible if the listener starts outside that range (which is ok). fmod is reporting that event is playing and if you start moving towards the event source, the distance parameter is not being updated (ie: it is still clamped to max value). if the event is restarted while in range, it becomes audible and parameter is being updated as it should be.

event is created with a loop parameter and the event is not oneshot.

are we missing something or is this a bug?

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could this bug also affect setpropertybyindex calls? as i’m having somewhat similar problems with setting timeoffset.

http://52.88.2.202/forum/viewtopic.php?t=10535

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[quote="vesoljc":cyryp47e]when defining a custom distance parameter on an event, we encountered a problem. if we define a parameter with max value 40.0 and start the event, the event is not audible if the listener starts outside that range (which is ok). fmod is reporting that event is playing and if you start moving towards the event source, the distance parameter is not being updated (ie: it is still clamped to max value). if the event is restarted while in range, it becomes audible and parameter is being updated as it should be.

event is created with a loop parameter and the event is not oneshot.

are we missing something or is this a bug?[/quote:cyryp47e]

Perhaps the event is not being updated properly in code. I guess we should rule out the obvious first:

  • Make sure it’s mode is 3D (I did say obvious right ๐Ÿ˜‰ )
  • Make sure to set the rolloff to custom
  • Test your .fev .fsb in Event Player or Sandbox. this we help isolate the problem as a code or designer issue issue (or an FMOD bug).
  • Are you saying the distance parameter is set to loop mode? Or the sound instance is a loop?…
  • I should also ask, which platform you are on?

cheers,
Templar

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[quote="Templar":365ttqdf]
– Make sure it’s mode is 3D (I did say obvious right ๐Ÿ˜‰ )
– Make sure to set the rolloff to custom
– Test your .fev .fsb in Event Player or Sandbox. this we help isolate the problem as a code or designer issue issue (or an FMOD bug).
– Are you saying the distance parameter is set to loop mode? Or the sound instance is a loop?…
– I should also ask, which platform you are on?[/quote:365ttqdf]

  • is 3D
  • Rolloff is set to custom
  • I tried it our project in EventPlayer and it works properly (even with multiple instances)
  • distance parameter is set to oneshot, sound instance is set to loop and cutoff
  • win32, api 4.18, designer 4.19

so this tells me that problem lies in our code. our main sound manager loop looks like this:
– update event system (eventsystem->update)
– update listener (eventsystem->set3DListenerAttributes)
– set 3d properties for all events (event->set3DAttributes)

event is setup with custom distance parameter (max range 20.0) which controls volume effect with a curve like this:
0.0: -inf
5.0: 0.0 db
12.0: -5.0 db
18.0: -inf
20.0: -inf

as an example i created a test scene with 4 sounds (a, b, c, d) and set them to autoplay. two of them are in range of the distance parameter while other two are out of range. all four sounds report channels active (via event->getState), while paramters are reporting:
a: 4.5
b: 14.3
c: 20.0
d: 20.0
which represents current distance to the listener. a and b are audible while c and d are not. if i move around, none of the distance parameters are being updated. but, if i stop any 3 out of 4 sounds, the last one starts working and the parameter is being updated properly, which tells me that the problem is somehow linked to multiple instances. any ideas what we are doing wrong?

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Is the event Oneshot, that would cause it to stop if non-audible.

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[quote="a1psx":dsjrp6r3]Is the event Oneshot, that would cause it to stop if non-audible.[/quote:dsjrp6r3]

tried it both ways, but no matter what i do, only one active instance is getting properly updated… if i stop that event, another starts working.

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Yeah, the fact that it works fine in event player suggests it’s something to do with your code. Have you tried using your event in one of the FMOD example programs? Start with the "simple_event" example and keep adding things to make it more like your game – you should be able to spot the cause fairly easily.

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This might be obvious, and maybe not the problem, but it sounds to me like the events aren’t getting updated properly.

If only 1 is working at a time, then it sounds like only one is getting updated at a time. I’d check that your update loop is cycling through the events and setting the custom parameter properly.

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Hi we just discovered a bug that means only 1 event is getting 3d distance parameter volume applied and not the rest. We’ve fixed it for next week’s release. This is probably what it is so sorry for the wild goose chase.

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[quote="bushido":3fpoh8o3]I’d check that your update loop is cycling through the events and setting the custom parameter properly.[/quote:3fpoh8o3]

custom rolloff is handled by the fmod itself

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[quote="brett":1z870sjv]Hi we just discovered a bug that means only 1 event is getting 3d distance parameter volume applied and not the rest. We’ve fixed it for next week’s release. This is probably what it is so sorry for the wild goose chase.[/quote:1z870sjv]

8)

glad we found it

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