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Hi!

When stopping an event, I found it very useful to be able to choose if the fade-out option is triggered or not:
FMOD_Event_Stop(myEvent, TRUE/FALSE);

I am wondering why the Event_Start function doesn’t allow the boolean… Is there another way to choose wether or not to apply the fade-in customized in Fmod Designer? Or might the next update harmonize Event_Stop and Event_Start?

Many thanks!

Gregzo

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Hi gregzo,

OK I can understand your use case now. That is slightly different to the intended use of the ‘immediate’ flag for stop, that flag is more of a programmer centric option to allow the programmer to know things are stopped allowing them to unload data. The additional side effect of having some slight control over the sound scape is incidental.

If you need the fade in on a ‘per event’ basis you could create a velocity parameter controlling volume to fade in and set that parameter to max value to skip the fade in. If you want to fade in all sounds together after pause then you could do this by repeatedly calling EventCategory::setVolume.

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I have events that are triggered in-game (no fade-in), but also when coming back to the game after pausing(fade-in would be handy). So far, I either create 2 seperate events, or code the volume change, by parameter or direct setVolume.

I really feel that it would be logical if event start and event stop would have the same options!

Thanks, loving FMOD (using it for a classical interactive music project, by the way…)

Gregzo

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It is that way by design. The sound designer may have intended for a given event to fade out under normal circumstances but then under special circumstances the programmer may want to override that behaviour. Say for example the programmer is stopping all events to change level, they do not want to wait for fade outs. What is your use case for an optional fade in?

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