We are doing a game mechanic that relies on FMOD Tempo beat callbacks and switching multiple parameters. It it similar to Guitar Hero.
We ran into a problem where we want to switch multiple parameters to some different values, but this change could happen at any point - although all changes happen at the same time. The issue we have now is if we queue to FMOD to change parameter values at an awkward time right before a beat happens, and in FMOD Studio we only apply these parameters with quantized condition (half note or something similar), then sometimes some parameters are delayed until the next allowed beat.
This creates a desync between what the game thinks was successfuly applied, but in reality it was not.
Is there any mechanism to handle this scenario?
We tried several workarounds, like having a callback parameter using command instruments, preemptively setting parameter and handling the incorrect state later or something else.