I am currently using a programmer instrument both for story dialogues and for regular NPC barks. While dialogues don’t require any randomization, barks usually have multiple variants e.g. taunt_01, taunt_02, taunt_03 and so on. Current approach is to just pass the programmer sound name + randomized number between 01 and whatever the highest number is, but this isn’t 100% reliable because the number of variants varies. Sometimes it’s 4, sometimes it’s 10.
Is it possible to assign multiple variants of a sound per key in an Audio Table? Something like
EnemyTaunt, VO/Enemy/Taunt_01.wav, VO/Enemy/Taunt_02.wav, VO/Enemy/Taunt_03.wav
so that the programmer have to simply call one key and it’ll randomly choose what to play like a multi-instrument?
If not, should I just move all barks into multis, and only use programmer instruments for story dialogues?
Using FMOD Studio 2.03.06 with Unreal Engine 5.