Using FMOD 1.10.12 in Unity
FMOD.Studio.EventInstance doesn’t seem to be respecting cooldown set in the macro controls.
I am calling
FMOD.Studio.EventInstance::start roughly every frame, after initializing it in a start method and the audio is just overlapping and blowing up.
Edit: If it’s not suppose to, is there a way to make it? I need many instances of various audio, but would rather not use 1 emitter per audio file.
I have tested this with both
FMODUnity.StudioEventEmitter::Play with an emitter and,
and they both seem to be properly waiting for cooldown.
I’m not sure if I’m missing something, and advice would be greatly appreciated.