FMOD does not like a reversed curve

I am unsure of how to word my problem the video should shed some light on what we are doing. My team and I are trying to make it so an emitter spawns next to a player but changes it’s volume depending on distance. Unfortunately we are getting this weird bug.

The sound will change based off the variable using one curve. But if I invert the volume of the curve it does not like it. My coders says that he is basically making an emitter closest to the player but it is a copy.
”It spawns a barebones copy of the audio component at runtime, and just moves the copies around to simulate emitters. After the indirect paths are calculated it just moves the emitters to the last portal before the player, if it isn’t already there. It should act like an actual emitter. The copying is just keeping the settings and event the same”

Thank you!

-Rob

Hi,

Thanks for the info.

Would it be possible to upload the video to your profile?

Could I please grab your FMOD and UE versions?

we are in FMOD 2.03.09 and UE 5.6 and I just added it to it. Thank you!

1 Like

Hi,

Thank you for the information and the video.

I was not able to reproduce the behavior in a simple scene. Are you able to create a simple project that is reproducing the issue and upload it to your profile including a stripped out FMOD project?