Audio Table Instrument Auditioning In FMOD Studio

Hi, I’ve been testing the audio table instrument in FMOD 2.04 these last few weeks and there is one major drawback that I’m running into that is kind of a deal breaker for whether my team can use these in our workflow. The way we intend to use these, we don’t need to make any changes to the key queue at run time. The key queue that we establish in FMOD Studio will be the queue that is used in game. I’ve already expressed interest in being able to commit the auditioning key queue, so I wouldn’t need to use user properties or manually set this in engine.

But say we have a long event with several audio table instruments.

As far as I can tell, there is no practical way to audition the timing of the last two instruments without listening to the entire event from the start. We really need a way to adjust timing and listen from any point on the timeline without needing to remove keys from the key queue. We essentially really just want a single instrument with localization capabilities. I think the ideal setup for our workflow would be to have a single key per instrument and have those keys committed when building banks so no more changes would need to be made in engine. Maybe there’s a way to do this with programmer instruments? But it looks like we would need to rename each programmer instrument, and it would be so much nicer if we could just use the key that we’re using to audition. What are the chances that this type of functionality could be added in the near future?

You’re not the first person to request the ability to set the asset played by an audio table instrument at design time. I’ll add you to the list of people who’ve requested this feature.

The task is present in our feature tracker, but has not yet been scheduled for development. As such, I can’t usefully predict when it will be implemented.

I recommend proceeding on the assumption that this feature may not be implemented by the time you want to release your current project.