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?
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.