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2 Main Problems…

1) I did the Engine Tutorial in FMOD Designer. It works perfectly as a 2D Sound. I copy and paste the event, change it to a 3D Sound; when I goto play the event, it give me an invalid parameter.

What can i do?

2) Also with the engine sound, it sounds sweet in designer, but I take the exact project and put it in game. When I play it in game, it’s like it has a different frequency or pitch. Why would this happen? It sounds so freakin sweet in designer and it sounds like excite bike in game….

Is there a way to sync the two?

thanks in advance…

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[quote="stringa":1jadz03u]2 Main Problems…

1) I did the Engine Tutorial in FMOD Designer. It works perfectly as a 2D Sound. I copy and paste the event, change it to a 3D Sound; when I goto play the event, it give me an invalid parameter.

What can i do?
[/quote:1jadz03u]

I tried to reproduce this using the latest version of Design (4.21.04) and didn’t get this problem. What version are you using? There is nothing in the actual engine model that should make it invalid in 3D mode. I’m thinking it’s more a cut and paste bug.

[quote:1jadz03u]
2) Also with the engine sound, it sounds sweet in designer, but I take the exact project and put it in game. When I play it in game, it’s like it has a different frequency or pitch. Why would this happen? It sounds so freakin sweet in designer and it sounds like excite bike in game….
thanks in advance…[/quote:1jadz03u]

What format are you exporting the engine event to the game?
Is the sample rate optimization turned off or on?

I have a fuzzy memory of one these affecting the sample rate of the engine….maybe???

Have you loaded your .fev (and .fsb) into EventPlayer or Sandbox and auditioned it there? Give it a try and see if you are experiencing the same issues there.

cheers,
Templar

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well, the sound never worked in 3D. But it always worked in 2D

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