Command Instrument ADSR modulation question

Quick question when using Command Instruments to trigger and or stop FMOD events. I noticed when using the “Start” command event to trigger an ambience event for example, the command instrument respects the attack of the ADSR modulation i have on either a Bus fader or VCA fader thats associated with the ambience event (fades in the volume of the ambience correctly), but if i use a “Stop” command instrument to stop the ambience event, it doesn’t respect the release of the ADSR modulation, it cuts off immediately (no fade out).

Now if i use ADSR modulation on the general fader knob or an insert effect gain knob in the event window (where the ambience event timeline is), the Command instruments respect both the attack and release of the ADSR (fade in and fade out).

Just curious about this as it took me a good few hours to get it working correctly as i was originally trying to get the desired effect using VCA’s. Im newish to FMOD so im sure there is other ways to do this. Im essentially crossfading two ambience tracks during gameplay when certain FMOD events trigger.

Ill also note that the Command instruments both Start and Stop respects the ADSR modulation i have when using Snapshots and modulating the intensity knob.

Any info is appreciated.

How are you associating the bus fader or VCA fader with the event? Does the event contain a snapshot instrument that includes these faders in its scope? Or have you used some other method?

I ask because the method by which these things are associated probably explains every aspect of the snapshot’s behavior.

Have you read the Snapshots aren’t releasing gradually when stopped section of the Troubleshooting chapter of our documentation? It covers a number of reasons why a snapshot might stop immediately rather than play out an AHDSR modulator’s release period and methods of getting it to work as you intend.

Joseph,

Im not using snapshots for this. Simple ADSR on the VCA that i have the ambience event assigned to.

Here is what is happening:

  • I enter the game, the ambience_inside event triggers and loops.
  • While playing i activate a bonus round, the bonus_intro event triggers in which i have 2 command instruments on. One telling the ambience_inside to stop, and one telling the ambience_outside to start. The game slowly pans me outside (over about 2-3 seconds).
  • ADSR is set on the VCA of ambience_outside so that it will fade the sound in as it pans to outside.
  • when the bonus round is over the bonus_outro event triggers in which i have 2 command instruments on. One telling the ambience_outside to stop and one telling the ambience_inside to start again. The game slowly pans back to being inside (over about 2-3 seconds)

Now what happens is the ADSR thats set to modulate the VCA thats assigned to the ambience_outside properly fades in the volume when bonus_intro triggers and im moved outside, but when bonus_outro triggers and im brought back inside, the Stop command doesn’t respect the release time i have set on the ADSR and immediately stops when the command is triggered on the timeline (no fade out)

Like i said, if i do this on a parameter (gain plugin) or track volume knob in the actual event timeline (not VCA or bus), it works properly for both the fade in and fade out. I just dont understand when trying to use a VCA, the fade in part of the ADSR works with the start command, but the fade out doesnt work with the stop command.

Hope that all makes sense.