3D snapshot instrument doesn't work

Hi, we are working on an event used as a trigger for a teleport SFX in our open world. We used a snapshot instrument in the same event to trigger a lowpass filter on the music. Now this needs to be 3D as well. The problem is that even though the event itself is 3D (with a spatializer on the master) only the SFX seems to work within the given range of the spatializer. The snapshot instrument in the event itself doesn’t seem to be 3D and affects all players on the whole island whenever someone teleports.
Any ideas on how to fix this?

Cheers,
Steve

Assuming that you’re making a network multiplayer game (as opposed to a splitscreen multiplayer game), you should be able to solve the issue by automating the snapshot instrument’s “Intensity” property on a distance (normalized) built-in parameter, such that the intensity is 100% at the left end of the parameter and 0% at the right end.

To explain why this works, and why the spatializer effect on its own doesn’t, I’ll first have to explain a few other things:

  • A spatializer effect pans and attenuates the signal at its position in the signal chain. By putting a spatializer effect on the master track as you have, you ensure that that effect will pan and attenuate the master track’s submix of all the signals output by the other tracks of the event.
  • A snapshot instrument, however, does not output a signal. Rather, it creates an instance of a snapshot, which affects properties in the mixer. As such, the snapshot instrument does not produce any signal that’s mixed into the master track for the spatializer to attenuate.
  • If you want a snapshot’s effect on the mix to vary, you need to automate its “intensity” property. The intensity property governs how strongly a snapshot instance adjusts the mix; if intensity is 0%, the snapshot has no effect on the mix, whereas if it is 100%, the snapshot’s property values fully replace those of the base mix.
  • A distance (normalized) parameter is a built-in parameter that measures the distance between the listener and the event instance. The minimum and maximum values of a distance (normalized) parameter are those specified in the event’s macro controls - in your event, 1 and 20, respectively.

Putting all those details together, automating the snapshot instrument’s “Intensity” property on a distance (normalized) built-in parameter such that the intensity is 100% at the left end of the parameter and 0% at the right end means that the effect of the snapshot will be strongest when a player’s associated listener is within the event’s min distance and non-existent when it is outside of the event’s max distance. Assuming I’m correct about your making a network multiplayer game, this means that the snapshot will only affect the mixers of players who are close to the “SFX_WorldTransition” event instance when it plays.