Hello!
I think I either dont understand how stealing is supposed to work, how it works with fadeouts, or something is malfunctioning here.
I got some in game “soft” stealing set up by a programmer, working in a way that, when new event instance spawns, it stops previous instance (if there was one playing at the time), if they are close enough together in the world space.
I’m testing this approach for bullet impact sounds, so that when they are close, they get “stolen”, but if there are another bullet impacts happening in other places (shot by other players for example), they wont get “stolen”
It is set with Allowing fade out, so I can manually set in event ADHSR how much release I want, so I can have control about not getting too many voices playing at once.
I am not sure this approach is optimal, but I’m having troubles in testing this, as it looks like something’s wrong with stopping the events.
Picture 1, there’s no additional FMOD stealing on top, no ADHSR applied or any effects active in the event that would have any sort of release. Events seem to stop with kinda random delay. Take note that those events are happening pretty fast.
Picture 2, I applied long release to ADHSR, and as expected with Allow Fadeout, the events have the fadeout applied.
Picture 3, to determine if the delay in stopping the instance (pic 1) is a faulty system set in Unity, I applied FMOD stealing on top in the events, with Max Instances = 1 based on Stealing Oldest. 0ms release on ADHSR.
Why am I at some points getting 3 instances playing simulteanously? Shouldn’t FMOD stop (immediately) the previous ones the exact moment new instance starts?
Can AllowFadeOut stopping interfere with stealing in that way?
Picture 4, I applied long release to the ADHSR with the same stealing settings as in 3, just to make sure if there’s gonna be any difference.
So with the strange problem shown in picture 3, where I’d imagine active instances to be stopped when new start, I cannot tell if the “soft-stealing” set by programmer is having some kind of delay, as settings from 3 should cut any already active instances.
Any ideas why would that happen?
Or am I getting something wrong?