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Hello, I’m new to FMOD Designer, and running into a seemingly simple issue I’m not sure the best way to solve. Here’s the gist:

I want to make a dynamic ambiance of some crows cawing. I’ve got a bunch of crow caws in a sound def, random no repeat, spawn time 100-500. That makes a continuous granular crow loop, but what I’d like to achieve is random "bursts" of cawing, which seems more realistic and appropriate. To make a single dynamic burst, I set this sound def to have a max play count of 5 (also threw in a no play event for more variety).

I thought I could bring the sound def into an event and set the sound def instance properties to loop, but that’s not working, only plays the first wave in the sound def as a simple loop (I guess this overrides the dynamic behavior?). Even if it did actually loop the "burst" as I thought, I’d like the bursts to be more random and granular instead of just constantly repeated.

It seems like this would be a perfect job for nesting sound definitions… is that even possible? I found mention of FMOD adding a nesting sound def feature in an older post:

[url:1fb2gjsv]http://www.fmod.org/forum/viewtopic.php?f=8&t=9359&p=33768&hilit=+loop+sound+def+oneshot#p33768[/url:1fb2gjsv]

Did this ever get implemented? I can’t seem to find how to do it if it has.

Alternatively if there’s another work around to achieve this in Designer, it’d be curious to know. I suppose I could render several of my own bursts and put them into a sound definition, but that would be less dynamic. I’d like to use the end result in a multi-track event with other sounds as well (rather than a standalone event), if that affects my options.

Thanks for the help!

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Unfortunately, this was never implemented in Designer 2010, so the only way you can achieve the effect you describe is to trigger each individual burst of cawing in your game’s code.

FMOD Studio will include a ‘Nested events’ feature designed to perform the exact behaviour you’re describing.

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