So the issue I’m running into. I wanted to have different versions of drumfills that trigger based on whether combat is initiated in beat 1, 2, 3 or 4 at any given part of the song. My issue is that I want it to always take you to the next logical “one” beat in the combat track while staying relative to the explore loop.
What happens is that it triggers on beat 3, the fill triggers and take you to beat 3 in the combat loop. (With relative offset). I need it to take me to the NEXT downbeat.
I think it works best as two separate jobs, the jump to combat and the fill. I tried this setup in FMOD Studio 2.03 to make sure it behaves the way I expected.
For the jump, quantize the transition region going to combat to the bar instead of the beat, and keep Relative offset on. It then waits for the next bar line, and since both loops share the same bar grid, it lands on the downbeat of the matching bar in the combat loop. Combat starting anywhere in bar 1 lands on beat 1 of combat’s bar 2.
For the fill, don’t make it the thing you transition through. Put it on its own track in the explore loop instead, as a bar-long synchronous instrument on every bar, with a trigger condition on your combat parameter. When the parameter turns on partway through a bar, FMOD starts the instrument from that point, so combat on beat 3 plays the fill’s beats 3 and 4 and then the jump happens at the bar line. Write one bar-long fill that works from any of its four beats, and the later combat starts, the less of it plays. The fill also stops cleanly at the jump.
With no quantization on the fill, it comes in the moment combat starts, partway through a beat (still in time with the grid). If you’d rather it enter on a beat, set the fill’s quantization to Beat in its trigger behavior. The catch is that combat starting during beat 4 then gets no fill at all, because the next beat is the bar line.
Make sure the fill and the jump use the same parameter so they start together.