Delay effect time not updating when auditioning event

Whats up FMOD team, im running into a weird problem right now on a project im working on. When i insert a delay effect on an event, the delay time is not updating when i adjust it. I load the effect, it defaults to 500ms, and when i adjust it to say 100ms and playback the event, it still has a 500ms echo. When i create a new session and test, everything works as it should. So its something contained within my session it seems. One thing interesting is if i adjust the delay time while the event is playing, it will adjust the time. Just not when its stopped and i play it again.

Ill note that the feedback, wet level, etc all update properly, just not the delay time.

Any info is appreciated here. Seems like a really strange problem. I can provide a video if needed.

Studio version 2.03.06, in Unity 6

Thanks for the bug report! I’ve been able to reproduce this behavior, and it definitely shouldn’t be happening. I’ll add it to our bug tracker, so it should be fixed in an upcoming version of FMOD Studio.

In the mean time, there’s a workaround that’s quicker and easier than starting a new session of FMOD Studio: Just deselect and reselect the event in the events browser. This will trigger a reload of that specific event’s signal chains, and thus cause the delay effect’s value to be updated correctly.

Thanks for the prompt reply and quick work around. That will get me moving forward :slight_smile: