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?


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Yes, it is entirely possible.

  1. 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.)
  2. In the event editor, put an instance of your ‘tick’ sound onto one of the layers of a multi-track event.
  3. 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.
  4. In the ‘New effect’ window, select ‘Spawn Intensity.’ (Spawn intensity acts as a multiplier to spawn time.)
  5. Press the ‘OK’ button.
  6. Customise the newly added automation line as you choose.
  7. 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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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
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[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.

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