Bug? Trigger condition stopping doesn't stop event as expected

Is there something I am misunderstanding here?

Previously, I had audio setup in a way that allowed for adding audio to effects like buffs that had no “end” effect or animation, using a loop region with silence, accompanied by a transition region that would transition to an end point outside of the loop region when the buff effect was deleted in-game (therefore stopping the event) to play audio when the buffs were turned off.

Just now, I realised that surely I can have the multi-instrument within a loop region trigger when the event state is “stopping”. However, the event just seems to never end. Is this a bug, or is there some kind of logic I’m not seeing here?

Thanks for reading! I’ve attached a video to help explain.

It’s not a bug.

If you use a “stopping” or “not stopping” trigger condition anywhere in your event, FMOD assumes that you’re creating stopping behaviour that’s supposed to play out when the event is stopped, rather than the event stopping immediately. Accordingly, when an event instance receives a stop command and a “stopping” or “not stopping” condition is present in the event, the event instance continues playing until it reaches a natural end, i.e.: a point where no audio is playing through the event and the timeline playback position is to the right of all other content on the event’s timeline.

It works this way so that you can design whatever stopping behaviour you like, up to and including waiting for specific conditions to be met and triggering entire new events and playing them to completion before the parent event finally stops.

I knew there must have been some oversight from my end, thank you for explaining it clearly.

Update: If you add a “not stopping” transition condition to the loop region in the first setup in my video, it will work as I was originally hoping!

EDIT: You could also just have the multi instrument on the Audio 2 track without any trigger conditions positioned after the loop region and it would work. However, you may encounter a slight delay before Audio 2’s multi instrument it is triggered.

EDIT2: FYI this is just a hacky workaround if you don’t have the ability to play audio once something is deleted (like a player buff/debuff) within your game.