Over the last few days we (we…me being the sound designer, and ‘they’ being the coders) have finally gotten some communication implemented between Fmod designer and our game in progress. For the first time I can now tweak volumes, pitch, and other parameters and hear my changes in-game in real time. This is wonderful.
I do notice that I can’t seem to tweak certain parameters such as 3D Max/Min Distance and hear my changes in real time. Just to be clear, in the problem example I am playing back a simple looping ambience. The only way I seem to hear these changes is by outputting a completely new build. This seems to be a very long and tedious process, especially when I’m just trying to nudge these parameters around.
Is this expected behavior? Should I be doing something different? Or should my programmers be doing something different in their implementation of designer and our game?
It would seem that Max and Min distance parameters are numbers that would be toyed with a lot, so I can’t imagine having to do a full rebuild every time I wish to make changes to these. But what do I know?
- Flying Poo asked 9 years ago
I’ve just done some tests, and this seems to be working for me. The changes can be hard to hear if the 3D Rolloff is set to "Logarithmic", what is yours set to?
Also, are the event 3D positions being set to sensible values? Since it’s in-game, I assume they are, but I just thought I’d check.
What Designer and API versions are you using?
- Guest answered 9 years ago
Here is a list of the parameters that can be altered during network auditioning:
- category volume
- sound volume (blue envelope)
- event volume
- event pitch
- event priority
- event envelopes
- event 3d mindistance
- event 3d maxdistance
- event mode (2d/3d)
- event 3d rolloff (log/lin/custom)
- event 3d position (world/head)
- event 2d speaker levels
- event cone settings
- event doppler scale
- event reverb dry level
- event reverb wet level
- event 3d speaker spread
- event 3d pan level
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