When a sound is stopped (or stolen) due to polyphony count with a “Steal Oldest” instruction, does that “oldest” sound simply stop immediately when the newest sound is triggered? And if so, is there a way to add a fade out?
Example:
You have a single FMOD Event with a Mult Sound containing several variations of 10-second long gun shots.
You allow a Polyphony count of 2 with a “Steal Oldest” instruction.
Three shots are fired within 5 seconds. When the 3rd shot plays, will FMOD abruptly stop the 1st shot? And if so, can a fade out be added to the stopped sound?
I think I recall this functionality existing in FMOD Designer, but it’s been awhile, so maybe I’m making that up.