I have a complicated event (the “Music Event”) that implements dynamic music. It plays forever, looping and jumping around randomly so as not to repeat.
I have another complicated event (the “Jungle Event”) that is creating random ambient jungle noises. It is on a simple loop and also plays forever.
I want to have the Jungle Event periodically fire off the Music Event for a random period of time. The effect I’m going for is to have ambient jungle noises and then periodically have music fade in, run for a random period of time, and then fade out.
To make the Music Event run for random lengths of time and fade in and out when started and stopped, I have created a “Fade Music” event that has a single audio track which references the Music Event. It has a loop that triggers at a certain percentage to control how long the music runs, and uses AHDSR to fade in and out the Music Event. That all works fine.
I can’t figure out to use the Fade Music event inside the Jungle Event in such a way that it both a) runs for as long as it wants and b) keeps triggering.
If I simply add the Fade Music event in a Event Sound, Multisound or Scatterer sound and make it slightly smaller than the loop region in the Jungle Event, the music stops playing when the playhead hits the end of the sound (even if I choose Async on the Multisound).
If I make the Fade Music event be the same size as the loop region in the Jungle Event, it plays till the end, but won’t retrigger.
So: How can I get an event in a loop to play until it is finished AND retrigger, if the event is longer than the loop?
Thanks so much!