Changing Snapshot parameters

Hello!

I found some topics about it, but couldn’t find a solution that works.

Basically I have a snapshot that creates a bullet time-like effect once activated, so all game sounds should be affected by it. However, for this effect I created a logic in Unity that should change the effect intensity based on how long the player holds a certain key.
In the FMOD Mixer Window, I created the parameter by right clicking on the Intensity and exposing the parameter as a local variable (I tried switching to global variable but it didn’t work).
I’ve already setup everything I should to work with snapshots:

  • I created the snapshot’s instance using RuntimeManager.CreateInstance(snapshot);
  • I called the method snapshotInstance.setParameterByName(IntensityParameterName, intensity);, here IntensityParameterName equals to “Intensity” (the same name of the FMOD parameter) and intensity is the value that should be updated every n seconds

That said, I’m not getting the effect I wanted. IS there something else I should be doing? :thinking:

Here’s a print of my FMOD Mixer window.

EDIT:

One thing I forgot to mention is: the RuntimeManager.CreateInstance(snapshot) part is setup inside a scriptable object. Not sure if that’s relevant.

Hmm… I can’t see anything in your description of what you’re doing that sounds obviously wrong.

Have you tried calling Studio::EventInstance::getParameterByName after each time you set the parameter, to see whether it returns the values you expect?

Hey, thanks for the reply.

I did, yes. I used the out var value of the get method and tried to log using Debug.Log, but it returns 0 everytime even though the set value is not.

How is that possible? :face_without_mouth:

Are there any other options I could try?