Nice to hear from you and thanks for asking ![]()
Yes it was solved, one tricky problem after the other. And most often the solution is simple if you just figure out what is wrong. And if not, you will have to find a workaround.
I am testing the sound setup - like in the sandbox. Here are two different sounds, I attach them to nodes (the cubes) and here they are visible etc for testing purposes.
It seems to be working. At the moment I am trying to see if I can change the max and min settings for the spatializer when running the game. So I have set up a script with two input fields:

The connected script is triggered and I can hear the sound resetting. Unfortunately the settings for max and min do not seem to change.
Here is the test code. (Print statements etc will of course be taken away when this works and replaced with exceptions where needed).
The idea is to stop the existing event, then create a new one and give it the settings and then start it. First I tried to change the settings on the running event but since that did not work I thought you might have to stop the current event, create a new one, give it the settings and then restart. Which is what I do in the code.
public void SetSpatialMinMax(float minDistance, float maxDistance)
{
Stop(true); // Stop, reset and create a new event instance.
// Set the min and max distance for the sound
_eventInstance.setProperty(FMOD.Studio.EVENT_PROPERTY.MINIMUM_DISTANCE, minDistance);
_eventInstance.setProperty(FMOD.Studio.EVENT_PROPERTY.MAXIMUM_DISTANCE, maxDistance);
}
Any ideas why the settings do not take?
It would be nice to get this to work too. And if I can get this to work perhaps I could set it up for other things such as reverb too,
I have got setting local and global parameter to work so I guess it can be done like that too. So if I cannot get this to work there is that way, or we will just have to be satisfied with setting things up in the fmod editor. (I am helping my son set this up, since he is more interested in creating the music and the actual game.) So, in any case he can use the fmod editor for setting up music - which is the basic need.
Next I will see if I can set up a script that mimics how you in Unity can attach sound events to objects.
It will be a simplified version of course, the idea is to attach a script to a node in Godot and to the nodes collision shape and when it triggers fire of a sound event. Anyway that is what I think this in Unity does. ![]()
And again, thanks for replying.

