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Using Fmod Studio with Unity and trying to mute an Event but not working.
I’m using setVolume(0) to mute it and debugging with getVolume()

No matter what I set under setVolume, the getVolume() ‘finalVolume’ doesn’t change.
I’m sure I’m doing something wrong, but not what.

This is how I initialize the event in Unity:

//Create event
audioProperties.musicInstance = FMODUnity.RuntimeManager.CreateInstance(eventRef);
FMODUnity.RuntimeManager.AttachInstanceToGameObject(newAudioInstance, parentSource.GetComponent(), parentSource.GetComponent());
audioProperties.musicInstance.set3DAttributes(FMODUnity.RuntimeUtils.To3DAttributes(parentSource.transform));

//Start event and mute it
audioProperties.musicInstance.start();
audioProperties.musicInstance.setVolume(0);

Any help greatly appreciated!

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Best Answer
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I’m not aware of any reason why that would not work.
Most FMOD functions will return a FMOD.RESULT, which if it fails will give you an indication as to why.

You could also check the fmod log (found in the menu FMOD/Log Viewer).

  • Luis Antonio

    Thanks for the help. I’ve figured it out. I had another function on update doing a setVolume(1) to all audio sources every frame, so it just kept reverting…my bad!

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