Hello! I’m new to FMOD and also a beginner. I’m creating a sound design for weapons for my project (don’t worry about development terms, I’m not a developer, someone else is taking care of that part).
My project consists of 2 different types of shots: semi-automatic and automatic. I’ve already set up these logics and they’re working fine (I used a WarThunder project as a reference).
Now, I need to create another sound, but with an echo effect, for people who are hearing the shot from a distance, away from the shooter.
The audio assets I’m using are unique shooting sounds, not loops.
Basically, I need to create a logic where one sound can overlap another, even if it hasn’t finished playing yet.
My on_shot logic depends on the audio duration and a parameter RPM that I created to define the firing rate. It works perfectly for the event without echo.
Alternatively, instead of using other audio assets with echo, can I apply an echo effect to my current event based on the distance?
Unfortunately, a screenshot isn’t sufficient for me to understand exactly how your event is set up, so it’s difficult for me to make specific recommendations. There’s a number of ways to handle distance based reverb/delay behavior, but fundamentally I’d recommend making use of the built-in Distance or Distance (Normalized) parameters, as its value will automatically update at runtime based on the distance between the listener and the event instance, without the need for additional programming.
You can use a distance parameter to automate behavior that should give you what you’re looking for, for example:
Automate the wet/dry levels on delay and/or reverb effect based on distance
Can I get you to elaborate on what you mean by this, and what exactly the intended behavior is? Correct me if I’m misunderstand - the looping async instrument and sustain point will cause the instruments to retrigger only when each instrument’s asset has finished playing, but you want to be able to retrigger the instruments/play the asset again faster?
If you’re able to, sharing a video with me demonstrating the event’s behavior and what exactly you’re trying to implement would be great.
First, I apologize as English is not my native language, so I’m using a translator, which makes it a bit harder to express what I mean.
Let me explain:
As I mentioned, I’m a beginner with the program, so most of the functions are still unfamiliar to me.
What I need is to apply an echo effect to the last shot I fire (mainly in automatic mode). I tried using a sound asset of a shot with an echo, but I couldn’t use it properly in automatic mode since the sound is a bit longer, and the loop applied to it doesn’t give me the fast cadence I need for the shots. The shot keeps repeating, but at a slow pace. In my current project progress, the ideal situation would be to use a sound with an echo and make it repeat, cutting off the echo in automatic mode, so that only the last shot plays until the end (creating the echo effect).
I’ll leave a video below showing the current state of my project. I’ll be extremely happy if you suggest a simpler logic, but the one that made the most sense to me right now is the one I mentioned.
The second video shows the expected behavior: when in semi-automatic mode, the shot plays until the end. In automatic mode, the shot loops within a specific region of the audio, and when the player releases their finger from the trigger (last shot), the sound repeats until the end.
I’d be happy to hear references, too, since it’s impossible to find good learning content in Portuguese. I’m very grateful for your help!