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When I use the pitch randomizer or pitch on an event or a sound definition I get a small "pop" when the sound is finished.

I’m using Designer 4.19.06, but have also tried the latest designer release without the problem being solved.

Even if I don’t use the pitch randomizer or the pitch I still hear the "pop" in-game (UE3 engine), but the "pop" doesn’t appear every time – and it is the same "pop"…

I’ve seen references to the same problem here, but it’s hard to see if there is a workaround:

http://52.88.2.202/forum/viewtopic.php?t=5820
http://52.88.2.202/forum/viewtopic.php?t=6269

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[quote="KennethAndersen":3gdunhle]When I use the pitch randomizer or pitch on an event or a sound definition I get a small "pop" when the sound is finished.

I’m using Designer 4.19.06, but have also tried the latest designer release without the problem being solved.

Even if I don’t use the pitch randomizer or the pitch I still hear the "pop" in-game (UE3 engine), but the "pop" doesn’t appear every time – and it is the same "pop"…

I’ve seen references to the same problem here, but it’s hard to see if there is a workaround:

http://52.88.2.202/forum/viewtopic.php?t=5820
http://52.88.2.202/forum/viewtopic.php?t=6269[/quote:3gdunhle]

I don’t think changing designer versions is going to help, I imagine the pop is related more to the low level. We need to work out what combination of things is causing the issue.

Just to clarify a few things:

  • Do you hear it in Designer, EventPlayer, in game or everywhere?
  • Does the pop occur when the pitch is raised, lowered or both?
  • Do you notice it when ending looping sounds, oneshots or both?
  • Did you try adding 100ms silence, as suggested in that second thread?

Is there anything else you notice when the pop occurs? Like does it happen on short sounds without tails, when stealing voices, anything?

cheers,
Templar

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When I use pitch-related parameters I hear the pop in Designer, EventPlayer AND in-game.

When I don’t use pitch-related parameters I only hear the pop in-game.

I hear the pop when the pitch is bot raised AND lowered.

If I in an event set the sound instance to "Loop and play to end" or "Loop and cutoff" AND at the same time set loopcount to for instance "2" I don’t hear the pop when the sound loops, but ONLY when the sound has ended.

If I press the "stop" button I don’t hear the pop.

I have tried to add 100 ms of silence, but it doesn’t help…

I have also checked my DC offset, and it is perfect!

The problem also occurs when it is the only sound played by FMOD in-game, so i guess that stealing voices is not related.

I have discovered the problem now that I’m working with gun-sounds.

I’ve seen similar things happen in some DAW’s when you do an export – in these cases the very beginning of the sound is cut from the beginning and added to the end… Maybe it is a buffer issue?

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Hi,
I think we need to see your data to debug this issue. Could you send a small FDP (with wave data) that exhibits this issue to support@fmod.org please? Just put a link to the forum thread in your email so we know what it’s about.

Thanks,
Ben

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Hi Ben,

Great!

I have sent a mail to support@fmod.org with the data you have requested.
Looking forward to hear from you.

Thanks!
Kenneth

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I have the same problem. This happens on very short sounds. I have not noticed the pop in game though. I have tried removing all fx on the layer and event and still I get the cursed pop. I tried to change that sound for a longer one and the pop dissapeared.

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Thanks we found the problem, it will be fixed in next week’s release.

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what day is the release?

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Every thursday usually

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