0
0

I want to restrict an Event from being triggered more than once within a 10 second interval. How do I accomplish this?

I basically want to apply the Sound Definition ‘Spawn Time’ parameter to an Event.

The specific event contains a Cycle, and many different sound definitions.

Thanks!

  • You must to post comments
0
0

No suggestions? Does my question not make sense?

  • You must to post comments
0
0

[quote="NotVeryLoud":2jshy4f7]I want to restrict an Event from being triggered more than once within a 10 second interval. How do I accomplish this?

I basically want to apply the Sound Definition ‘Spawn Time’ parameter to an Event.

The specific event contains a Cycle, and many different sound definitions.
Thanks![/quote:2jshy4f7]

I don’t think there is a way to automatically spawn ‘events’. I guess you have two options, both will require the programmer’s involvement.

  1. Using code to trigger a new event instance every 10 seconds.

  2. Using ‘Max playback’ setting of 1 and ‘Max playback behavior’ of ‘Steal newest’. You would then need to enforce a 10 sec gap between end of playback and unloading the event.

Choosing the right method, will depend on whether you simply want to trigger the event in a mechanical way, or whether you’d prefer to allow game state to trigger events and limit audibility to 1 (with an extra 10 seconds).

If you give us more details about the sound you are trying to model, we might be able to suggest an alternative method, using the existing spawn functionality.

cheers,
Templar

  • You must to post comments
0
0

Thank You, Templar.

I have a single audio event that contains a pattern of bells sounds, a Cycle control parameter, and a 3D distance parameter. Trigger the event, and the pattern of bell sounds play. The pattern lasts about 10 seconds.

This event is triggered by a simple trigger box in the world. However, every time a player enters or exits the trigger box, the event gets re-triggered. It eventually leads to cacophony. Or, if I limit the number of event max playbacks, the pattern repeatedly gets interrupted and restarts each time the trigger plane is crossed, which just sounds bad.

I’m simply trying to limit the number of times the event can be triggered within a specified time period, thus allowing the pattern to complete before the event retriggers, regardless of how many times the trigger box has been entered or exited.

I know this could be handled by limiting the trigger functionality of the trigger box itself, but I assumed there might be an easy way to limit the Event trigger within FMOD, and not have to bother the level designers.

  • You must to post comments
0
0

[quote="NotVeryLoud":3q44nhf8]Thank You, Templar.

Or, if I limit the number of event max playbacks, the pattern repeatedly gets interrupted and restarts each time the trigger plane is crossed, which just sounds bad.

[/quote:3q44nhf8]

Have you tried setting the ‘max playbacks behavior’ to ‘just fail’? I think that should stop the existing event from being interrupted.

cheers,
Templar

  • You must to post comments
Showing 4 results
Your Answer

Please first to submit.