Can event stealing still allow a fadeout of the old event?

I’m curious to know if there is any way event stealing can still honor the release of the AHDSR, but from the FMOD Editor? I don’t work on the API side at all so if I can pull it off in editor, that would be great!

I have a laser sound that loops for a strategy game. I want to limit the events to maybe 4 or 5 instances, but when I move the camera around there are hard cuts going out of the old ones and into the new ones. I thought adding a little release to the AHDSR could help but it doesn’t seem to. Setting the priority type to “furthest” helps with this a little bit, but I wanted to know if event stealing can still allow a slight fade out so it doesn’t cut into the new instances so hard?

Thanks!

No.

Event stealing is a resource management tool, a way of pruning away old event instances so that they don’t consume resources. An event instance playing out the release period of its AHDSR modulators is an event that’s still playing, and therefore still consuming resources - and so stolen event instances always* stop immediately to prevent that from happening.

If you want event instances to stop with fadeout when more than a certain number of them are playing, you’ll have to keep count of how many are playing in your game’s code and stop them with fadeout when needed, rather than relying on the event stealing behavior.

*There is technically one situation in which a stolen event instance does not stop immediately, but it’s not relevant to your situation.