I am trying to workaround the fact that once an event (containing scatterer etc) is stopped by the game engine, it abruptly ends its playback with a click. How can that be avoided? I want the audio (master track of that event) to fade out within 3 seconds after the event has been stopped by the game engine. Or am i missing something? the ADHSR did not seem to help me in that regard…

Thanks for any suggestions!

  • Joseph Harvey
    Where did you apply the AHDSR modulator? Clicking definitely shouldn't be happening - Could you describe how you're stopping the event?
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Great Answer

To audition the stop behaviour of an event in FMOD Studio, you have to click and hold the stop button until it starts to flash. (This should take about 500 milliseconds.) Just clicking the stop button only pauses the event, “stopping the playhead.”

We’re aware that this behaviour isn’t obvious, and have plans to make it more obvious and intuitive in future. In the meantime, recent versions of Studio explain the behaviour of the transport buttons in tooltips.

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Turns out the clicking could be solved by setting the parameter seek time to something non-zero. But still my remaining question is: can i use the ADHSR to have an event fadeout over a period of time after the event has been stopped by the game engine? If so how? I had it on the events master track (applied to volume) and when i clicked the stop button of that event in FMOD editor there was no fadeout… will it actually work in the game engine, just not in FMOD editor? ( i would expect the editor to have the ADHSR fading out after hitting stop as well if configured like that).

Am i using it wrong?


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