0
0

Hello,

I’m currently building a rather complex adaptive music cue in FMOD v.4.44.22, and have noticed several issues with crossfading between music cues. Specifically, if you have trying to trigger a crossfade from a cue that has a transition linked to it from a previous cue, when the new cue is triggered it neither crossfades or stops the previous cue from playing. Removing the transition link resolves this issue.

Additionally, if you attempt to crossfade from a cue that has had it’s Playback Method in Theme Properties set to Concurrent, triggering the new cue for crossfade results in the previous cue not being faded out and the new cue not fading in (this happens both if the cue that needs to be faded out is both connected or not connected to a prior cue via a transition link).

Lastly, trying to crossfade between cues when the cue being faded out is connected a previous cue via a transition link and the fading in cue being set to start on a bar or beat will result in the new cue not starting on a bar or beat, but rather somewhere awkwardly between bars/beats.

I have tried searching for solutions to any of these issues, but have so far come up empty handed. Are there any solutions/workarounds to these issues?

Thanks,

Kevin

  • You must to post comments
0
0

Reading through your post, I can see some confusion between cues, themes and segments; This confusion makes it hard for me to understand exactly what problems you’re having. Here’s a brief rundown of the definitions of those elements:

Cues represent potential commands to start that can be given to the interactive music system, and are represented as yellow-ish jigsaw pieces in the scene editor. Cues have no properties or settings of their own, other than being on or off. Each cue is associated with exactly one theme.

Themes are groups of segments, and are represented by grey jigsaw pieces in the Scene Editor and grey boxes in the Theme Editor. Each theme has its own set of properties that govern how it interacts with other themes when involved in certain kinds of transition or simultaneous play. Each theme can be associated with any number of cues (though usually it’s not necessary to have more than one) and can contain any number of segments.

Segments are sections of a piece of music, consisting of a collection of samples, a rule for selecting between those samples, and a collection of conditions that determine when and how the music should transition to another segment. They are represented by green blocks in the Theme Editor. Some segments are ‘Start’ and ‘Stop’ segments, which determines which segment in a theme will be the one to start playing when the theme’s associated cue is triggered. Each segment is associated with exactly one theme.

Hopefully that should clear up some of your confusion regarding the music system’s different elements; Don’t hesitate to ask follow-up questions either here or at support@fmod.org.

  • You must to post comments
0
0

To clarify, I have several cues, each with their own theme, and the one segment in each theme. The issues described before relate to transitioning from one theme to the next through various means. I’ve attached a screenshot to better showcase my setup. By itself, the setup doesn’t look all that complicated, but the transitions from one theme to the next require that the transitions work properly, which they are currently not.

Please let me know if any additional information would be helpful, and thank you for your assistance.

Kevin

  • You must to post comments
0
0

(The discussion in this thread was continued via support@fmod.org.)

  • You must to post comments
Showing 3 results
Your Answer

Please first to submit.