Hello community & team FMOD!
I have created a dynamic music system which nicely transitions on musical beats between the various cues in my game. Currently, each cue is one single instrument, and thus there’s one sound bank containing all cues.
Since our game is mobile first, we are looking into optimizing sound bank loading, and one point of improvement would be to separate the assets of the music system into different banks, like this:
- One bank with commonly used cues (victory, defeat, menu background music).
- Sound banks for the battle tracks in each of the biomes we’re having.
From the documentation I gather that using referenced events in the music system might be the solution I’m looking for, but I’d like to confirm I’m on the right track. Here’s what I’d do:
- Create one separate event per music cue.
- Substitute all single instruments in the system with event instruments that trigger the corresponding cue.
- Distribute the events into sound banks as discussed above.
- Untick the ‘include referenced events in banks (recommended) tickbox in the preferences.
Would this achieve the separation that I am looking for?
If so, how would such a system react in case a bank is not properly loaded before it jumps to the corresponding cue? Would it stay alive, simply throwing a warning, or could it result in a more serious failure (stopping the master music event) or even a crash?
As always thanks for your help!