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Hi, I’ve been looking for this all over the internet but cannot find it…

The way I understand it, every event file (.fev) is linked to a file containing the sound banks (.fsb). However, it seems FMOD Event Player can only play the events, while I want to know the event data itself, like (this is for car engine events) the pitch reference and crossfade values that are used by a game. I haven’t build the .fev files I want to extract info from, so I don’t know at which rpm the samples crossfade. Is there a way I can read this info from .fev files?

Thanks in advance.

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[quote="Zpectre":3k5diezg]I want to know the event data itself, like (this is for car engine events) the pitch reference and crossfade values that are used by a game. I haven’t build the .fev files I want to extract info from, so I don’t know at which rpm the samples crossfade. Is there a way I can read this info from .fev files?[/quote:3k5diezg]
If you haven’t built the .FEVs, you shouldn’t need to use event player for this. Just look at the events in Designer 2010: The precise start and end points of cross-fades and the value of the autopitch reference property can easily be viewed in the event’s sound instances’ properties. To view the properties of a sound instance, right-click on the sound instance and select the ‘Sound instance properties…’ from the context-sensitive menu.

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[quote="Joseph Harvey":3vnobm6u][quote="Zpectre":3vnobm6u]I want to know the event data itself, like (this is for car engine events) the pitch reference and crossfade values that are used by a game. I haven’t build the .fev files I want to extract info from, so I don’t know at which rpm the samples crossfade. Is there a way I can read this info from .fev files?[/quote:3vnobm6u]
If you haven’t built the .FEVs, you shouldn’t need to use event player for this. Just look at the events in Designer 2010: The precise start and end points of cross-fades and the value of the autopitch reference property can easily be viewed in the event’s sound instances’ properties. To view the properties of a sound instance, right-click on the sound instance and select the ‘Sound instance properties…’ from the context-sensitive menu.[/quote:3vnobm6u]

Hi, thanks for the quick answer!

Unfortunately I don’t have the original .fdp file, so I don’t think I can retrieve event info with Designer. The .fsb and .fev files are from a game and I’m trying to use the samples for a private project of mine, but I need the correct points at which the samples crossfade because, no matter what I do, when I try to manually build the event with FMOD Designer, my crossfades have some sort of an "echo" in them, so I figured that, if I had the original event info, I could recreate perfect crossfades.

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