Hi guys,
Making a game with 5 characters (more will be added). I have a separate event for each character with a surface parameter (tile/wood/carpet) for each character event.
My question is - could I actually house all characters’ footsteps within one event with a parameter to chose the character and what surface they are on? And if so, how best to do this.
I’ve made a video explaining my question further - FMOD Question Footsteps Event.mov - Google Drive
Many thanks,
Gary
Sorry for the delayed response!
From what I can see in your video, you seem to have each event set up to be fired off as a one-shot instance, with each multiinstrument’s triggering controlled by the parameter. In this case, yes, it would be entirely possible to house all footstep behavior in a single event, but it would require some refactoring on the parameter side of things.
For example, you could have one parameter that controls the character whose footsteps are to be played, and another controlling the surface. Then, you can set up a parent footsteps event, and an event for each individual character with a surface parameter sheet controlling which footstep assets are played:
Then, in the parent footsteps event, you would use a parameter sheet with the character parameter to control which of the individual character events get played via event instruments:
In code, you would create the event instance, set the character and surface parameters as required, and then play and release the event.
The only thing to note is that compared to having individual events for each character, this kind of setup necessitates a (likely small) increase in resource usage, since each event instance contains the logic (but not extra copies of the audio assets) for all characters’ footstep behavior instead of just a single character. Whether or not this is a tradeoff worth taking depends on the complexity and resource usage of other parts of your FMOD project and game.