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Hi, it’s my first time using Fmod.

So here’s the question, we’re using fmod in our MMORPG title, and i’m trying to have an event when triggered, it also duck all other sound by 50% in volume, and maybe also put a high pass filter on all other sound. The problem is, since it is an MMORPG game, the same event might be triggered by other player in the game, so I want to duck the volume only when the listener is in the 3d min range of the event. Is there a way to set this up in Fmod Designer? Our programmer told me that there’s a function called Event_queue, which can probably achieve this method, or there’s another way to approach this? Thanks a lot for your help.

Also, I keep getting an error message

Func:Xo::FMODImp::FMODErrorCheck Line:844 FMOD error! (92) Tried to call a function on a complex event that’s only supported by simple events.

It doesn’t affect the game much, but i’m just wondering what kind of function is simple events only?

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Thanx, appreciate the help, I’ll ask our programmer to check it out.

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PS – you can also apply DSPs to ChannelGroups/EventCategories easily, which would make your high pass idea more doable.

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Ducking is usually something you want to do through EventCategories or ChannelGroups. Often you say "duck music by X% but VO by Y %". By organizing your sounds into groups, it makes all things mix related much easier.

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Extract the 3d min position from the event data. I’m not the coder but its something along the lines of event::getPropertyByIndex.

Combine that, the distance from the listener and the maximum amount you want to duck by in a magic formula to end up with a total ducking amount for that distance.

e.g. my range is 100 so at 0 meters duck by 0.5, at 50 meters duck by 0.25, at 100 meters don’t duck.

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