I can’t quite describe what I want to do in the title without using the word parameter twice but bare with me.
Ok, so I have an FMOD project that I am boosting select frequencies with a narrow-Q EQ to create different harmonics from noise, effectively. The idea is that the user can control this value to change the harmony as they play.
By default UE can control Volume and Pitch (which are parameters) without me creating a specific ‘FMOD Parameter’ for them. Is it possible to “expose” other plugin parameters, such as the Frequency of the EQ, to UE in the same way?
That way the game designer can directly manipulate the exact frequencies boosted by sending absolute values in Hz. Instead of me trying to create an unusual parameter scale of 220 - 880, or whatever it may be.
Hope that makes sense! Is it possible?