I’m running FMOD Studio and we’re loading our sounds through banks and I’m not too clear on how to set event instances to groups in a similar way to how channel groups work. I will start with an example:
Say we have a multiplayer spell casting game like Magicka, I have 4 players, 1 of them dies, I want to stop the sounds triggered by this player (such as walking and charging a spell) but keep the rest running. Is there a similar way to group all these instances together into something similar to a channel group and I just call a stop/pause function to affect all sounds in this group?
To clarify: I’m not asking about grouping events, but grouping event instances. In the above example the 4 players all use similar sounds, but if I were to group events it will stop all the player’s sounds.