had a search for this but couldn’t find an answer…
I’d like to create a cycle similar to the FMOD example one, but when the sustain point is reached, i’d like the key off to be controlled by a parameter such as 3d distance, rather than having to click the key off button.
An example would be: as you approach an object you hear the start sound, then the cycle sound where the sustain point is triggered, then as you get closer, at a certain distance the key off is triggered and the loop ends before the end sound is played.
I’d be looking to use this object in the sandbox.
Can anyone describe how to do this, if it is possible?
- jordan_ellipsis asked 7 years ago
What you’re doing does sound quite odd. I don’t think you’ll be able to do exactly what you desire using sandbox. You will probably have to compromise and just do what you can. I will log a feature request for automation of event parameters in FMOD Sandbox which would probably make the kind of custom behaviour you desire a lot easier.
I don’t think this is currently possible using parameters. It could be achieved quite easily on the programmer’s side but since you said you’re using Sandbox I guess that’s not an option for you. I understand your example but I cant think of any real world use case for this feature. Can you give us some more details about what you are using this event for?
OK I’ll try explain what I’m doing, it’s a little odd.
The idea is there’s an object which is emitting sound. At the furthest distance you here the sound from the object. As you approach it, you start ‘vacuuming’ up the sound (pretend your holding a sonic vacuum cleaner). Here I would start to mix in the sound of a vacuum cleaner with the original source, this is where we’d hit a sustain point.
That sound would loop until you got close enough to trigger the key off and the vacuum/original sound would tail off, and you would hear a closing sound – such as switching the vacuum off.
When i think about it, an easier way to do this is probably just to create a distance parameter and set different sounds to start looping at certain distances, and stopping once you pass a certain point. The problem is, ideally once you’ve reached the object, the original sound will have disappeared for good i.e. it won’t return when you move away from the object (hence passing over distance points which trigger sounds you’ve just vacuumed up!)
What do you think is the best way to achieve this?
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