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Hi, I did a search for an answer to this, but the search terms are too vague in this context (ie. the word ‘random’ is used a lot in events, etc.)

So… in our game we have a replay system; currently we’re not using Designer, just the low-level API, and to track specific sounds that get played, we simply store a reference to the actual sound/sample and the time-stamp. This works well enough for us to ‘replay’ the timeline, but as we look to ‘beef up’ our sound design, I’m wondering if it’s possible to be able to store the [i:14xnw4zl]event[/i:14xnw4zl] reference and time-stamp instead, because as far as I can tell we won’t be able to control which random individual sound(s) might be played (for example a scream could be one of ten variations, but as far as we’re concerned we’re just playing ‘a scream’)…

Is it possible to ‘seed’ the randomizer in FMOD, or will we just have to forgo that level of control on our replays and trust that any sample in a sound definition will be ‘appropriate’?

Cheers!

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Hi ,
There is no way to seed fmod’s random function externally, it looks like the seed is always zero though.
I dont know if it is deterministic though – im not sure about timing of things triggering, one might start before the other or vice versa which would throw the determinism out maybe.

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