I have an event, not all that complicated. Just a loop (async looping instrument) with an intro and outro little instrument, with a fade in/out for the loop. A marker at the end called “Stopping”. A transition region with condition “Event State: Stopping” to jump to the “Stopping” marker and stop the event, which fades out the loop and plays that outro instrument. Done it many many times.
(In this case it’s short-lived engine event: ignition sound, loop while moving, then turn off sound).
Spent a long time trying to figure out why sometimes - say 1 in every 5 - events playing in game just never ends when I call stop. I’ve never seen this problem before. Tried many things. Finally on a hunch disabled the doppler on the event, since it was the only thing different about this event from others I’ve had. Now the events always terminate!
Not sure if this is some doppler thing I wasn’t aware of, or if it’s an FMOD bug. It’s easy to turn off doppler though it’d be nice to have it on.
Using FMOD unity 2.03.07 build 150747 macOS and studio 2.03.06.
Thank you for sharing the information and version number.
I tried to mimic your setup based on your description, but I’m currently having trouble reproducing the issue in the Unity Editor. This makes me think I might be doing something different from your implementation.
Could you please elaborate on how you are stopping the event? A screenshot of the event setup or a short code snippet showing how the event is started and stopped would be very helpful.
Couple of screenshots. The doppler is off because I needed to turn if off.
The event is just started with effectively a StudioEventEmitter on the object. I’ve actually got my own equivalent for StudioEventEmitter and RuntimeManager, I thought for a while that it was some bug with my code, spent a long time debugging it, but it was this doppler thing that is causing it. Or triggering it.