So I’m dealing with trying to set up a specific scenario in Fmod, and testing from the fmod side of things in the event editor this setup is not performing exactly as I’d like it to.
So in our game example we have a global music soundtrack that plays in 2D, but a specific ambience sound that is supposed to drop the music to -inf dB when a player enters an area via a mix snapshot.
Currently this itself is working as intended, and the event has the looping soundtrack for the ambience on one track, and a snapshot instrument on another track with a 4 second fade in set on the AHDSR of the snapshot instrument so when the player enters the area of said ambience, the bg music will fade away over 4 seconds.
However, upon exiting this ambient area, the release on the snapshot instrument’s AHDSR is set to 4 seconds as well, yet when exiting that area the global music just instantly pops back up to full volume.
I’m not sure why I can’t get the behaviour to function properly but I have a feeling as though its something rather simple that I’m missing or that is eluding me.
Anyone have any tips?