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I have an event set to "one shot" with a layer with 3 short sound defs that are set to "loop and cutoff". They crossfade with each other and have a volume effect with a fade in and fade out curve drawn.

I then have a parameter called Time which has a min/max range of 0-60 and a velocity of 1 per sec. I have set it’s "Loop Behaviour" to "One Shot and Stop Event".

The problem is when I play this event, it doesn’t stop the event when the parameter reaches it’s max value, despite being set to "One Shot and Stop Event".

This is occurring both in game and in designer.

Is this working as expected or is anyone else having this problem?

Cheers,
Jeff

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I just tried that out, and got the same results. The only way I was able to get it to end the event at the end of the time parm is to have the sounds instances not reach the very end of the time parm. So basically from what I can tell Oneshot and Oneshot and Stop Event behave the same. Setting your sound instances to end little bit before the end of the timeline should give you the desired behavior.

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