I have a single 2D event with 3 audio tracks, each track containing a stem for a full music track. I have 3 parameters set up within this event - each with a gain automation for each respective track. I’m curious to find out if I’m able to somehow automate the gain of each track separately using distance, but at different parts of our 2.5D map in Unity. Basically so that each parameter is almost acting like it’s own… pseudo-3D event rather than just being triggered on/off. The end goal is pretty much this:
point A = Player starts here, and only hears layer 1.
point B = After the player moves right, layer 2 fades in, but when the player stops at B, the music stops fading in as well at around 50% of it’s max volume until the player moves again.
point C = Layers 1 and 2 are both at full volume in this section of the map, and retain this volume for a large portion of the map.
point D = You guessed it; if the player stops here, layer 2 stops fading out at around 70% max volume and layer 3 has started fading in and is at 30% max volume.
Is this possible to do within one event, possibly using some API magic? Or would I have to separate the stems into different events and populate those around the map? Ideally I’d like to keep everything for this particular music track in one event for cleanliness. Additionally, while testing things out, I’ve noticed the distance parameter emits from a single point, no matter how large the object in Unity is. I know 3D events have the ability to widen that point, but they don’t seem to retain the stereo image of the original mix.
Of course if there’s a better way to do this, I’m all ears as well. Still pretty new to FMOD so I’m still getting used to how things work and all that.