Hello! I couldn’t find a matching topic on this particular question.
In my API implementation, when you stop an event you can set it to fade out automatically. I’m wondering if the amount of time it takes for it to fade out can be adjusted from within FMOD Studio per event? I’ve googled around and can’t find anything on this, and I tried asking ChatGPT too and it directed me to a non-existent setting in the Event Macros section, so here I am. Haha
As described in the Authoring Events chapter of the FMOD Studio User Manual, the behavior of an event instance when it is stopped with FMOD_STUDIO_STOP_ALLOWFADEOUT depends on the content of the event:
If the event has no defined stopping behaviour (i.e.: none of the features mentioned in the below dot points), the event stops immediately.
If there is an AHDSR modulator on at least one property of the event or one of the effects it contains, the release period of that AHDSR modulator begins playing out. The event instance does not finally stop until all such AHDSR modulators in the event instance have finished their release periods.
If any of the instruments or logic markers in the event has an event state condition, the event instance does not finally stop until the event reaches a natural end.
If an event contains both AHDSR modulators and event state conditions, both above conditions apply: The event instance does not finally stop until the event instance has reached a natural end and all the AHDSR modulators it contains have finished their release periods.
So, if you want to be able to set your events to fade out over a period of time and want to be able to customize how long that period is on a per-event basis, you should add an AHDSR modulator to each event’s master track’s volume property. Provided there are no other AHDSR modulators or event state conditions in the event, the length of the event’s fade-out will be equal to the length of the AHDSR modulator’s release property. (You may also want to set the attack period of the AHDSR modulator to 0, so that the event doesn’t fade in when it starts.)
You may be wondering why FMOD_STUDIO_STOP_ALLOWFADEOUT is called that when it allows non-immediate stopping behaviors other than fading out. It was named back when fading out was the only form of complex stopping behavior that we supported, and we’ve kept the original name unchanged for compatibility reasons.
The reliability with which a Large Language Model can answer questions about a topic depends on what sources it has access to that discuss that topic. There are relatively few LLM-accessible sources that discuss audio middleware, partly because the global population of game sound designers is relatively small, and partly because their professional discussions usually occur “behind closed doors” in the private communications of game development studios. Thus, when asked about audio middleware, an LLM is less likely to give accurate answers, and more likely to hallucinate.