How can a Multi-Sound Module play next event without retriggering via cursor?

Right now I have multi-sound module that will not play the next audio in the multi-sound. The Loop Region keeps the cursor active over the multi-sound module.

Ideally, I’d like to have the loop region keep the cursor on the sound module as it automatically cycles through the different audio files to play. Is there a way to do this? It feels like it should just randomize and automatically go to the next sound when the first one is done playing. Instead of having to be triggered again by moving the cursor off the module and back on.

Is there anyway to make this work?

Previously I had set up some crazy system where I side chained the volume to allow the loop region to reset the module. This proved very problematic in game, since anytime someone sets their volume to “0” it just spams file after file…

Why can’t a multi-sound module just jump to the next sound when the first is finished?
Without having to move the cursor off and then back on. I thought this was part of the goal when using a loop region.

I understand I could use the callback function in code to retrigger the event itself and cause it to reset, but this would lose memory of previously played sounds and could create a situation of unwanted repetition. There has to be an easy way to just make it play the next sound in the multi-sound module…

Thanks for your help in advance.

The feature you describe is called ‘Loop Playlist’ mode. To turn it on, click on the sound module’s ‘Loop Playlist’ toggle button. This button is located directly above the playlist, to the right of the ‘Randomize Playlist’ toggle button.

With this mode turned on, an asynchronous sound module will continue selecting new playlist entries to play until the sound module is untriggered.

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That’s so strange, I know that’s the obvious answer. I’ve tried it but oddly enough it doesn’t move to the next clip even when loop is on… could it have anything to do with my have async or cut active?

I figured out the problem, you can’t have “Start Offset” on. I had Start Offset on 1%. For some reason that prevents the next audio from triggering even when loop mode is on. Is this a normal and intended behavior for FMOD or did I discover a bug?

I figured out the problem, you can’t have “Start Offset” on. I had Start Offset on 1%. For some reason that prevents the next audio from triggering even when loop mode is on. Is this a normal and intended behavior for FMOD or did I discover a bug?

It sounds like a bug, but I’ve been unable to reproduce it here. Are you able to send us a stripped-down copy of the project containing an event that exhibits the behaviour?