Hi! I need a single FMOD event that contains all dialogue lines.
Each line should be triggered via a labeled parameter.
When a new line is triggered, any currently playing line must stop automatically.
What is the recommended setup for this?
That’s a very unusual way to handle dialog, so I’m afraid there’s no advice we can give you on how to do it.
It is far more common to put all your lines of dialog into a localized audio table, to create one event containing a programmer instrument, and specify which dialog line should play in your game’s code by using the programmer instrument callback.
Automatically stopping existing playing lines when you start a new line is simple, however. Just set the event’s (or group bus’) “max instances” property to 1, and set its stealing setting to “Oldest.”