I’m making a game where I want to dynamically change the FX so instead of reverb going into distortion and then chorus I want to route it differently depending on parameters.
Is this possible?
If not what’d be the best practice here ?
If I do it with pre-made FX chains I get to about 5! (120) and that’s rather unhelpful.
Yes and no. It’s not possible to dynamically change the routing of an FMOD Studio project. However, it is possible to change which effects process a signal.
If you click on an effect’s hamburger menu icon and select “Enable Wet/Dry” from the menu, you’ll see the effect gains a new wet mix property. By default, this property is set to 100% (i.e.: “all wet”), but if it is set to 0% (i.e.: “all dry”), the effect does not process the signal - and as a bonus, is also be optimized out of the signal chain to prevent the effect from consuming resources unnecessarily.
You can control this parameter by automating it on a parameter, by scoping it into a snapshot, or both.
However I am looking for a different routing, the best thing I could find is changing the returns, but that still means for this particular problem i am facing i need 120 different return types and that’s just too much.
I think I sadly have to go back to the drawing board on this one.
I’m surprised to hear you’d need 120 different return buses. That seems like a lot. Could you describe your setup? We might be able to suggest some optimizations that could allow you to get the same behavior with fewer returns.
So I am recreating a pedalboard, you are putting together that pedalboard and you route it yourself in game.
You can start with any of the 5 pedals, any of the remaining for in the second spot etc. giving you 5! possible sequences.
I now got it down to 3 pedals so you only have 3! different returns and that is somewhat manageable, but if there’s a prettier solution out there than a bunch of differrent return tracks that’d be great.
I think you could achieve this with a set of 5 mixer groups, each routed into the next.
Each mixer group will have all 5 effects as inserts, and a global parameter that automates a wet/dry state for the set.
So your Pedal1 group would have 5 inserts, and a Pedal1State global parameter will automate the wet/dry mixes of these such that only one is ever set to wet at a time, while the others are fully dry.
Pedal1 outputs into the Pedal2 group, which has 5 duplicate inserts, but these have their wet/dry mix set by a Pedal2State parameter instead, and so on from there.
This means needing 25 FX instances in total instead of 5, but I’m fairly certain that the fully dry-mixed inserts will not actually consume any processing resources.