Are there any plans for FMOD implementation for Niagara? Our VFX artist has been doing quite a few things in Niagara so it would be great to have FMOD functionality for the sound design, essentially replacing the in built unreal audio, thanks
We do plan on adding support for Niagara, although I am unable to give a timeline as to when this might be available for now. At this point we would aiming for an update in the near future.
Thats great thanks for the heads up, will try and implement our own solution in the meantime.
Cheers
Any updates yet, running into this issue here… It seems like Niagara has a “Play Audio” emitter that needs to be taken over by FMOD somehow.
At this point we do not have an ETA. We aren’t currently aware of a quick way to get it working, as it does appear to be a fair bit of work to integrate with.
Hello,
I’ve found away to implement in Niagara using the (experimental) “Component” renderer and putting a FModAudioCpt.
It works more or less (Not working in preview but working in play mode).
Issue is I need to put the particle lifetime to EXACTLY the event length, otherwise the sound in the event loops. This is really annoying, and I can’t find why.
If you can try my system and investigate why sound loops, you would be my hero
Best;
Mathieu
a hack to fix that maybe would be to add ADSR to pad the stopping time of the event?
Investigating this recently. Hope there will be proper integration.
So far I find the Niagara call back interface works in firing events in BP, but have yet to try what happens with multiple handlers at different stages.