Unfortunately, a default event won’t work for our case.
We are making a racing game. We have various events for exhaust, engine, skid, etc, for each different type of vehicle or surface. We want the max distance to be different for each class of sound (exhaust, engine, skid), but the same within each class for every vehicle. So all car exhaust events have the same max distance, all car engine events have the same max distance, etc.
Additionally, we need to be able to tune the max distance for each class, for both audio effect and for performance.
Presets have worked well for this; all engine sounds have the “Engine Spatializer” preset on them, exhausts have the “Exhaust Spatializer” preset, etc. Then we can adjust the min/max distance on the presets and have the change propagate to all of the proper events.
Default events don’t maintain any sort of linkage to their derived events, so that wouldn’t allow us to alter the min/max distance for an entire class to tune things. And having to manually go to every event to change its min/max distance settings would be both extremely time-consuming and error-prone.
I’m not sure I see how using automation on the spatializer’s min/max would work here. Could you elaborate on that?
I may need to resort to making a script that, when selected, goes through every event and applies the spatializer min/max to the event min/max. We never change the min/max distance, so we at least don’t need to worry about that. That is clunky, though, to require manually clicking something to copy the distances… is there anywhere to hook into via scripting, that could make that execute automatically?