Yes. That’s what I was looking for, a built in key off on silence. I hope you guys can add that sometime!
Thanks for the advice, I already had my session structured much like this but I ended up using the volume automation idea you suggested.
So now I just have the “playlist” parameter moving to different points in automation where each multi-sound module is stacked on eachother but changing the DBs to -80 to 0db when the appropriate feed is giving to the playlist parameter.
My only concern with using this method is how intensive it is on the systems CPU…
Do you know if having multiple multi-sound modules at once (even if mute by volume automation) will put a strain on the system?
My concern, is if I have 12 playlists, FMOD isn’t going to be computing all of those 12 songs at once is it? If it is, does it use up the same amount of processing? It doesn’t appear to be making a difference, but I just want to be sure.
I’m still going to have a problem allowing players to customize their music playlist in anyway though…unless using programmer entries…
This may have the same solution as above but, is there anyway to make one event wait for another event to finish before beginning?
I have it all set up now where songs are selected depending on what’s going on in context of the game, I just need to make it so it doesn’t suddenly jump when it switches multi-sound module… There may not be a way.
But if you have any other suggestions or solutions I’d love to hear.