Hey community & team FMOD!
I am using a couple of events which are shared between characters in my game. In order to personalize these events, I am using local parameters, which are set up in the character Unity prefab.
In the current setup, whenever the code calls one of those shared events, it sets all parameters defined for the character that is currently on screen.
This works, but… not all events are using all local parameters defined in the character.
When I call an event that doesn’t use a certain parameter, FMOD throws errors like this one:
(prm_bodyfall_size, huge) returned ERR_EVENT_NOTFOUND for STUDIO_EVENTINSTANCE (0x213980).
Since the events trigger and play back fine, shouldn’t this be a mere warning, rather than an error?
My workaround to fix this is to add a dummy track to each offending FMOD event, and add parameter curves for each ‘missing’ parameter to the volume button.
Is this a feasible fix, or would adding those additional parameter curves cause a significant increase in processing load?
Could you think of another fix (apart from somehow defining which event needs which parameters, which would be more complicated than just adding those curves)?