I’d like to have one Transition Marker that selects from random Destinations. I’m working around this by having stacks of multiple Transition Markers, each one that goes to another Loop Region with Probability ON — but doing the manual Chance % is tedious… surely there’s got to be a better way I’m missing?
A different way I’ve done this before is to make each “region” an event, and use Multi Instruments containing the events on a timeline to play a different event each X bars. That functionally gets me to a similar place, but the view is different, since I can’t see the timeline waveform like this.
So I’d like to find out if there’s a way I can do this… basically my desired behavior is summarized as follows:
Playback hits the Transition Marker
Transition Marker has a multiple-choice Destination selector that goes to another Loop Region, preferably weighted by Chance %
Loop Region starts playing, until playback hits that one’s Transition Marker
… and on it goes.
In some cases I’d also want to add other fancy stuff that isn’t possible in just a Multi Instrument container.
You’re not the first person to request a more streamlined and intuitive way of creating a complex logic point. I’ve added your name to the list of people interested in this feature.
You can kinda… Set a conditional param for the different options and transitions for each… Then randomise the Command instrument… Weirdly I can only make it work with “increment parameter” and not “Set parameter” and there’s of course mo way of weighing the random destinations…
Whoa, thanks for looking into this so creativity. I wonder if this is being used in a way FMOD team didn’t intend? Curious for any more context, but yeah, weighing is important and I believe it’d be broadly useful!
This video explains it a bit more in detail. Making these are a useful way for me to remember what I actually did
You have to figure out a workaround for not being able to add weights as random essentially means it can repeat the same instrument a number of times in a way that makes it appear non-random… randomness is weird that way…
I’ve combined it with additional instruments that use probabilities and that way it’s less chance that any one instrument will repeat. It’s not an ideal solution but it works quite well in gameplay.
It does work with “Set parameter” on the Command instrument though. I’m not sure why it didn’t seem to do that at first.
The specific features involved are being used as we intended. The specific combination is unusual, but not surprising.
If you want weighting, you could build it into the trigger conditions of the transition markers by giving some of them wider ranges than others. For example, if the parameter you’re using for randomization had a range of 0-100, and you gave your four transition markers trigger conditions of 0-10, 10-30, 30-60, and 60-100, you’d be ensuring they trigger 10%, 20%, 30% and 40% of the time, respectively.
Incidentally, you could make the design easier to maintain by not duplicating your logic points in every section of your event; instead, create a single logic point consisting of multiple transition markers and one destination marker at a specific point on the timeline, and just create a transition marker to that logic point whenever you need to use its logic.
Guys, please explain to me how this parameter works. I’m trying to make this system but I can’t get the same randomization feature as that in this video
Here are my Event, Parameter, and Command Instrument settings
Thank you all for your help and support
I’m afraid I can’t see any obvious problems from your screenshots. What trigger conditions have you set on the transition markers? And how long are their associated transition timelines?
Of course! Sometimes the obvious is too obvious. I’m not sure how transition timelines would work with that but that’s just something to try out. Thanks for the tip!
I believe this could be much cleaner if transition regions jus had a mode “to random” which lets you configure a pool of a random markers. It could use a similar UI as the Multi Instrument.
Reviving an old thread - there is a simpler way to do this:
Place the audio directly on the tab based on a parameter, not the timeline. this may require you to loop the audio asynchronously, use a nested event - depends on your use-case.
then, using the timeline place a command instrument at the top (eg bar 1), that sets that parameter. modulate it randomly so you spread it across the range of the whole parameter. place a loop on the timeline to re-roll that parameter as often as you need.
This method will work, with one caveat: Because of the way “set parameter” command instruments’ commands are executed, changes made to a parameter’s value by a command instrument cannot be scheduled with sample accuracy - which is to say, there may be a slight delay delay of unpredictable length between the command instrument being triggered and the event switching which instrument it plays. Adding quantization to the instruments could make the delays more predictable, but would not eliminate them entirely.
As a result, this method may not suitable for some music events and other events that require highly reactive and sample-accurate scheduling.