I’m designing an event with loop of one short tick sound for slot machine.
The machine’s ‘rolling’ duration is random, and speed is dynamic(high speed -> low speed normally).
So I want dynamic ‘Tick’ loop event controlled by in-game ‘speed’ parameter like:
……. . . . . . . . . . . . . . .
(high speed) (low speed)
However, the pitch of that sound must not change.
I already know ‘auto-pitch’ feature but it couldn’t be used for that reason.
In addition, ‘Time Offset’ effect works only the first looping cycle.
Is there any other way to make the gap – between each loop cycles – controlled by parameter(s) without mutating sound?
- Sohn asked 6 years ago
Wow! It really worked! Thanks Joseph.
And all I have to do more is adjusting spawn time range and max playback(for overlaying) for my sound definition for that ‘tick’ sound.
But, I’m wonder that spawn time works perfectly. I often feel that is ‘shuffle’.
Anyway, Thank you for your deep guidance.
Have a good day
- Sohn answered 6 years ago
[quote="Sohn":1o97k3cu]But, I’m wonder that spawn time works perfectly. I often feel that is ‘shuffle’.[/quote:1o97k3cu]I know what you mean, but unfortunately there’s no better option available at this time. Spawning sounds just aren’t timed to be sample-accurate. More information can be found this these threads: [url:1o97k3cu]http://www.fmod.org/forum/viewtopic.php?f=8&t=14815[/url:1o97k3cu] and [url:1o97k3cu]http://www.fmod.org/forum/viewtopic.php?f=8&t=14867[/url:1o97k3cu].
I know it’s cold comfort, but FMOD Studio will feature sample-accurate timing.
Yes, it is entirely possible.
- Set up your ‘tick’ sound as a sound def with a spawn time of, let’s say, [1000,1000] – meaning that it will ‘tick’ once every 1000 milliseconds. (This is just an example figure – you might want it to tick more or less often. The important thing is that the minimum and maximum spawn times should be greater than zero and the same.)
- In the event editor, put an instance of your ‘tick’ sound onto one of the layers of a multi-track event.
- Right-click on the label panel of the layer of the event that contains your ‘tick’ sound, then select the ‘Add Effect…’ context menu item.
- In the ‘New effect’ window, select ‘Spawn Intensity.’ (Spawn intensity acts as a multiplier to spawn time.)
- Press the ‘OK’ button.
- Customise the newly added automation line as you choose.
- In your game’s code, manipulate the event’s parameter in order to alter the spawn intensity of the event, and thus how often the ‘tick’ sound is heard.
That should do it.
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