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Hi,

In a racing game, I’m working with some standard engine sound event designs with rpm and load parameters. I also have an engine startup sound that I’d like to play first, and then smoothly transition to the parameterized sound event so rpm/load can be controlled. Right now I’m doing this by Start()’ing the startup event and listening for a FMOD_EVENT_CALLBACKTYPE_SOUNDDEF_END callback, which Release()’s the startup event and Start()’s the regular event.

All sounds are preloaded, and getEvent() has been called on both events in advance. I still notice a little glitch during the transition. Is there a better approach to what I’m doing?

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As you may have guessed I’m a programmer and not a sound engineer. So I tried switching hats and found that this is probably better to do in fmod designer using a velocity parameter and a sustain point. I still haven’t figured all the details, but that’s for another forum…

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