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I’m currently working on a track that has eight sections, and at the end of each section it transitions to another section at random, unless the player dies in which case it transitions to the end of the track. I set it up so that sections can transition to any other section randomly using the technique from this answer: https://www.fmod.org/questions/question/multiple-endings-trigger-by-probability
But it was sometimes transitioning to the same section, and after some testing I found that each transition was transitioning to any random marker except for the death marker. I have tried renaming the markers, as well as deleting and remaking both the markers and the transitions, but the error still occurs. Is there a limit to how many transitions can be in a single event or is something else the problem?

• What are the probabilities of the markers at your logic point, from top to bottom?

• Oh! I see. Sorry, I misunderstood your original post. Am I right in saying that you want to prevent any transition marker with a probability condition from triggering twice in a row?

• The problem is that I have markers labelled 1 through 8 at the start of each section, and at the end of each section it’s set up so that it will either transition to any numbered marker except for the one it was at last (2 can’t go to 1, 3 can’t go to 2, etc.), or just go to the next section of the track. But for some reason all of the transitions going to numbered markers are going to random numbered markers instead of the ones that are set as their destination.

• Ah, you have multiple logic points? Hmm. Could you post a screenshot of your event’s logic track? I might be able to spot the problem.

• View post on imgur.com

I couldn’t figure out how to enlarge the logic track window so I had to take 2 screenshots

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Hmm… Some of your destination markers look like they may have the exact same timeline positions as nearby transition markers. You’ve probably given some of them a very small offset, but if there’s any you missed, it could easily result in the behaviour you describe.

Check that each of the destination markers is at a timeline position at least one millisecond to the right of the destination markers above it. To check the exact position of a logic marker, right-click on the marker and select “Move To…” from the context menu. If any of them does not have such an offset, give it one, then try auditioning your event again.

• Thanks, that completely fixed it! I’m new to FMOD and it never occurred to me that it’d be hitting transitions on the millisecond it’s transitioning to.

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