I think I may be overcomplicating this one.
Basically, I have an event which contains multiple tracks within it - playing music.
All these tracks are triggered by a parameter using transition loop regions.
This event is the ‘map music event’ (which plays the main music tracks of the game for each type of map). This is all fine.
However, I have a separate number of music events in the project which are not the ‘main music’. These events are for cinematic scenes in the game.
These are my ‘Cinematic events’.
These ‘Ciney events’ have no special trigger behaviour, such as parameters etc… They simply get played in the Unity Timeline. Piece of cake.
Now, the problem is, SOME of the ciney scenes in the game are part of the maps in the game - in functionality, code-wise. So can’t change that.
Therefore, when a ciney scene starts playing (whether it is at the start of a map, in the middle or at the end) the map music starts playing. (obviously, not helpful. Rather, I want my custom ciney music events to play instead, and I want my map music to stop).
Basically, I’m wondering what the best way to do this is?
We currently have a parameter setup called ‘CinematicMode’
0 - Off
1 - On.
I am hoping this parameter can be triggered inside the Map Music event; so as to pause it (with a fade in and out) and when the Ciney scene finishes, the map music can presume where it left off (smoothly, of course).
I’m still pretty fresh to FMOD, but so far, I have looked at the:
- command instrument (looks like it can stop events? Pretty straight forward?)
- Magnet Regions (was going to place them under my music tracks in the map event and have it transition to a sustain point?)
I haven’t been able to get these to work, but I am sure that I am probably doing something wrong.
Any help is much appreciated.
Let me know if you want screen grabs or even a video of the project.