Feature Request: Allow Custom Weighting of Multiple Automations on a Property

Hello,

I’ve been working on some ways to automate the properties of various events or plugin effects by combining parameter inputs together. One example is dynamically adjusting the duration of a reverb tail based on the dimensions of a room, or having an occlusion filter that is affected by both distance and event orientation.

In some of these cases, it works fine to just automate the one property by multiple parameters, but in others I need to do some workarounds to get the desired blending outcome. It depends on the value ranges of the various parameters, but also on the type of property — sometimes values are averaged, sometimes they are additive, and sometimes the position of the default value has a significant impact also.

It would grant me a load of flexibility to be able to set different blend types for each automation, weighting my output more towards certain inputs than others, or simply having the choice between average, add, or multiply.

I do understand that I could do this in code in the game engine and then pass a single parameter to FMOD, but I really enjoy being able to model and test so much of this directly in FMOD Studio, tweaking figures as I adjust curves and so on.

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Hi,

Thank you for the suggestion! I will pass it onto our development team to investigate further.

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