I’ll try to keep it short. I have a scatterer instrument which always stays triggered on the Timeline, and has a trigger condition of a certain parameter (let’s call it Par) having a value of 0. I have set the scatterer’s Polyphony Limit (the one on the Trigger Behaviour tab) to 1 and Stealing to None. The idea was that the event would be playing continuously, but the instrument would only trigger when Par was set to 0, and would not re-trigger if the first sound was still playing, and Par changed to a value other than 0 and then back to 0 again.
If I play the event with an initial value of anything but 0, all works as expected. But if I hit Play with the Par value already at 0, the instrument will trigger neither as soon as I press Play (as it should), nor will it trigger with any subsequent Par changes to 1 and back to 0.
I tried changing the Polyphony Limit to 2, and noticed the following:
A) If the event starts with Par at 0, the instrument will trigger normally at the start and will not trigger again if the value is changed to 1 and back to 0 if the first sound is still playing, which might not be how a Polyphony of 2 is expected to work, but seems to be the behaviour I was after…
B) If the event starts with the Par value set to anything other than 0 the instrument will trigger normally when Par later becomes 0, but when changing Par to 1 then back to 0, it will trigger yet another time, capping at 2 sounds playing at any given time, as one would expect with a Polyphony of 2, after all.
For what it’s worth, I have tried dragging the instrument a bit further in the Timeline so that it doesn’t trigger immediately, but the behaviours described above persist. This occurs in both Studio 1.10.12 and 2.0.0 versions and in the Event Editor window as well as in the Sandbox window (I have not tested it in Unity). Multi-instruments don’t seem to be immune to this either.
Is this a bug?