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Hello everyone,

I have two question about the ‘Interactive Music’ system.

  1. Is there a way to start two cues in one theme?
    For example:

I have a theme with the name ‘Theme_01’.
There are two segments in ‘Theme_01’ called "seg_01" and "seg_02".
And one parameter with a range from 0-2 called "parameter_a".

Is it possible to do this:

If parameter_a >= 0 then start seg_01
If parameter_a >= 1 then start seg_01 AND seg_02

?

The problem is, that the segment links are used in order of priority and if the parameter is >= 1 it’s of course >= 0 but because of the priority list it follows only on and not two linkings. I had many cases where I wished I could follow two or more links and not just one.

And a second question.
It’s about the links to stop segments. It works great, if I stop a looping segment the stop segment starts and I have a nice exit for my music.

What I want to know. Is it possible, if I have several layers playing, to play the stop segment, when all segments are stopped?

Example 01:

4 Themes: theme_01, theme_02, theme_03 and theme_end
Every theme got a segment: seg_01, seg_02, seg_03 and seg_end

seg_01 – 03 are starting points and loops and they are targeting at the end theme.

Now, every time I stop a theme the end theme gets started and plays while the music of the other themes is still playing. – not good.

Example 02:
3 Themes: theme_01, theme_02 and theme_03
Every theme got a segment: seg_01, seg_02 and seg_03
theme_01 got an additional segment: seg_end

seg_01 – 03 are starting points and loops. seg_02, seg_03 and seg_end are stop points.
seg_01 is targeting at seg_end.

If I now stop seg_02 and seg_03 they just stop, great! If I stop seg_01 after stoping the others, seg_end starts and my music ends nice. perfect.
But if I want to stop seg_02 at least it won’t work this way.

So it would be great if it could work like that:

if(seg_01 = off AND seg_02 = off AND seg_03 = off) then play seg_end

Is this possible?

Thank you and greetings,

Daniel

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bump

And another question :)

Is it possible to put effects on the music inside the Interactive Music Tab? I need some Low-Pass, controlled by a parameter. If not, feature request :)
Effects in the Interactive Music Tab, that can be controlled by parameters.

And another feature request.

It would be very cool if one could add comment boxes into the Theme Editor and into the Audition console to write down what I have done right there a month ago and why the parameter is limited to value x etc.
Maybe a box like the themes in the Theme Editor, just another color where I can click on and write down some text.
๐Ÿ˜€

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Hi Daniel, thanks for all your feedback! We’ll definitely keep these things in mind as we continue to develop the music system.

[quote="_daniel":22ltgl7y]1. Is there a way to start two cues in one theme?

<snip>

Is it possible to do this:

If parameter_a >= 0 then start seg_01
If parameter_a >= 1 then start seg_01 AND seg_02
[/quote:22ltgl7y]
No, this is not currently possible. You could do something similar (but not as flexible) by mixing the content of seg_01 and seg_02 into a new segment using a DAW, and starting the mixed segment when parameter_a >= 1.

[quote="_daniel":22ltgl7y]Is it possible, if I have several layers playing, to play the stop segment, when all segments are stopped?
[/quote:22ltgl7y]
Unfortunately this is not possible either. You can approximate the effect using a workaround where all the segments link to an empty "end chooser" segment that chooses between the end segment and another empty "silent end" segment depending on whether any cues are still active. This is done by creating one link to the "silent end" segment for each cue, and editing the link conditions so that the links are only active when the corresponding cue is active. Email support@fmod.org if you would like me to send you an example FDP.

[quote="_daniel":22ltgl7y]Is it possible to put effects on the music inside the Interactive Music Tab? I need some Low-Pass, controlled by a parameter.[/quote:22ltgl7y]
This is not currently possible in Designer, although it can be done in the game using the programmer’s API. We are definitely planning to add this to Designer in the not too distant future.

[quote="_daniel":22ltgl7y]It would be very cool if one could add comment boxes into the Theme Editor and into the Audition console to write down what I have done right there a month ago and why the parameter is limited to value x etc.
Maybe a box like the themes in the Theme Editor, just another color where I can click on and write down some text.[/quote:22ltgl7y]
I have added this request to our tracker.

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[quote="ben":3825il70]Hi Daniel, thanks for all your feedback! We’ll definitely keep these things in mind as we continue to develop the music system.
[/quote:3825il70]

Hey, great to hear that. I’m just getting into FMOD but it’s so great. A lot of great features and possibilities and a great support. Thank you for that!

[quote="ben":3825il70]
[quote="_daniel":3825il70]1. Is there a way to start two cues in one theme?

<snip>

Is it possible to do this:

If parameter_a >= 0 then start seg_01
If parameter_a >= 1 then start seg_01 AND seg_02
[/quote:3825il70]
No, this is not currently possible. You could do something similar (but not as flexible) by mixing the content of seg_01 and seg_02 into a new segment using a DAW, and starting the mixed segment when parameter_a >= 1.
[/quote:3825il70]

Yea, that’s the way I’m actually doing it. Works fine but if you could trigger more, I think there would be a lot of new possibilities and more flexibility.

[quote="ben":3825il70]
Unfortunately this is not possible either. You can approximate the effect using a workaround where all the segments link to an empty "end chooser" segment that chooses between the end segment and another empty "silent end" segment depending on whether any cues are still active. This is done by creating one link to the "silent end" segment for each cue, and editing the link conditions so that the links are only active when the corresponding cue is active. Email support@fmod.org if you would like me to send you an example FDP.
[/quote:3825il70]
A, yea, that’s sounds good, I didn’t thought so far… I’m going to try this! I think I won’t need an example, now that I know what to do but thank you. :)

[quote="ben":3825il70]This is not currently possible in Designer, although it can be done in the game using the programmer’s API. We are definitely planning to add this to Designer in the not too distant future.
[/quote:3825il70]

Sound great ๐Ÿ˜€


And now. The next question… ๐Ÿ˜ณ

I have a strange problem with some linkings via a parameter.
I have one theme.
there are 10 segments.

The first is a starting segment without a sound, it just checks the parameter and links to the according segment.
There are four possible links.
If parameter == 0.0 follow link 1
If parameter == 1.0 follow link 2
If parameter == 2.0 follow link 3
If parameter == 3.0 follow link 4

Each of the links ends in a segment with a single sound. If the sound is played a link to the next segment is followed.
In this segment another sound is played in a loop and if the cue is stopped it’s linked into a stop segment (with target transition) and the whole theme stops.

The links transitions from the looping segments to the stop segments are on beat and the other on segment end.

And now the problem:

If parameter == 0.0 follow link 1 – WORKS
If parameter == 1.0 follow link 2 – NOTHING HAPPENS
If parameter == 2.0 follow link 3 – NOTHING HAPPENS
If parameter == 3.0 follow link 4 – WORKS

I don’t understand why 1.0 and 2.0 doesn’t work?!

I did an example .fdp with test signal sounds, I will send this to support@fmod.org

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Thank you for your e-mail. Helped a lot :)

And, I found a little bug at the "Interactive Music Tab".

It concerns cues, themes, parameters and segments. If you want to rename one of them (by double clicking on the object in the tab or by clicking on the edit button) the pointer jumps to the end after each char.

Example:

I have a segment called: music_123_battle
I want to rename it to: music_456_battle

I click on the edit button and go with the pointer behind the 3:

music_123|_battle

3x backspace

music_|_battle

pressing 4

music_4_battle|

pressing 5

music_4_battle5|

pressing 6

music_4_battle56|

So I have to replace the pointer after every char. Did you understand what I mean? It’s a little bit weird to explain ๐Ÿ˜€

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[quote="_daniel":15kdpf4w]Thank you for your e-mail. Helped a lot :)[/quote:15kdpf4w]
Glad to hear it! I have included the gist of my email below for the benefit of others:

[quote="ben":15kdpf4w]This is not working because of the imprecision of floating-point equality tests. When you set the parameter to (for example) 1.00 using the audition console, its internal value is not actually 1.00 – it’s just close enough that it gives 1.00 when rounded to 3 digits. The music system does attempt to compensate for this by including a "fuzz factor" in its equality test, but in this case it’s not enough.

To avoid this problem, I recommend you avoid using the "equal to" parameter condition, and instead use parameter value ranges. As an example, I modified your project so that:

  • Link 1 is active when chooser is between 0.0 and 0.5
  • Link 2 is active when chooser is between 0.5 and 1.5
  • Link 3 is active when chooser is between 1.5 and 2.5
  • Link 4 is active when chooser is between 2.5 and 3.0

This makes the behaviour more robust.[/quote:15kdpf4w]

[quote="_daniel":15kdpf4w]And, I found a little bug at the "Interactive Music Tab".

It concerns cues, themes, parameters and segments. If you want to rename one of them (by double clicking on the object in the tab or by clicking on the edit button) the pointer jumps to the end after each char.[/quote:15kdpf4w]
Thanks for the report! This issue is already in our tracker; I have added your comments.

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