I’m using a Scatterer Instrument with Spawn Rate automated and controlled from API in order to simulate a creaking sound tied directly to movement in the game.
The spawn rate can get very fast at times. The FMOD Studio editor often has issues keeping up, but in the actual build it worked fine in FMOD 1.10. However, after upgrading to FMOD 2.01 I’m seeing issues in the build.
What seems to happen when FMOD can’t keep up is that several of the spawned sound play clumped together at once instead of spread out. So it sounds like fewer louder clicks instead of a higher amount of quieter clicks. And after the 2.01 upgrade, when starting the event with the Scatterer Instrument it often starts with one loud click, which I assume it many spawns played at once.
This really ruins the sound effect. Is there anything I can do to make FMOD be able to handle this at as high a Spawn Rate as it could in 1.10 without these stutters?
The issue seems to happens across platforms (Windows, Mac, Android).