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Hi,

I’ve just started using FMOD designer and I love the capabilities.
I do have a problem with looping background music…

I created a cue/theme which contains 5 MP3 files from various lengths and various BPM’s. I Added a looping property to the segment containing my sound files and gave it no condition.

What I would like to achieve is that FMOD picks a single sound at random out of my 5 files, plays it and then loops and picks another one. For all eternity for now.
Problem is, a random song gets chosen, but when it finishes, it stops. Every once in a while after about 2-3 minutes of silence a new song starts but this rarely happens and isn’t what I want.

I tried replacing those long tunes by short sound effects and placed them in the exact same segment and that works perfectly like I want it to function.

Any help?

Kind regards,

Nick

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Hey try the ADPCM format on your wave bank and test it. I had that problem with the MP3 codec and streams recently.

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Welcome to the forums Nick!

Are all the MP3 files the same length? I think it will loop based on the length of the longest sound.

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The files are not the same length, and the silence between them indeed resembles the difference in length.
Is this a design choice or more like a bug?

I also tried to make two different segments and "simulate" the looping by alternating between them, and this also results in a silence between tracks. This seems more a bug than a feature to me?

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In the music system a ‘segment’ represents a part of a song, not a whole song. So for example, you could choose to have a segment correspond to one bar. Assuming the whole song is in one time signature and one tempo, then all segments would be the same length.

[quote:2pgdng4b]What I would like to achieve is that FMOD picks a single sound at random out of my 5 files, plays it and then loops and picks another one. For all eternity for now. [/quote:2pgdng4b]
For what you’re trying to acheive you don’t need the interactive music system. It would be really simple to implement this as an event. Just create an event with multiple sound definitions and one parameter. Set the sound instance properties to Start Mode = "Wait for previous" and the Loop Mode = "Loop and play to end".

Here is a pic of how to set it up:
[url:2pgdng4b]http://www.fmod.org/files/jukebox_event.jpg[/url:2pgdng4b]

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Hey Peter,

Thanks for the quick response.
I understand what the actual cause for the "problem" is now :).

I’m currently using the interactive music system, since I would like to use the different queue’s to easy switch between different styles.
We are currently creating a racing game and we would like to have different music clips for "low tension", "medium tension", and "high tension" positions in the ranking.

Is it possible to also do this with the event system? Or will I have problems with the transitions between different "moods"?

Kind regards!

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Hi Nickman,

Yes it is possible, if you take a look at the screen shot I had in my last post, the next song determined by the parameter ‘param00’.

(you can rename the parameter to something more descriptive if you like)

-Pete

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