Feeling confused and would like some clarification.
In my current project, there are audio instances that are always playing sound (e.g ambient, music) and for those, I create an EventInstance at the start of the level.
What I’m wondering, is how to deal with small objects that will play short sounds on player actions. For example, a book that can be picked up, opened, dropped, etc.
Currently, I’m creating an EventInstance() for each object that stays dormant until it’s used.
All effects for that object are contained in a specific fmod event (drop, pick up, etc) and I like how clean it is in the sense that I cannot call 2 sounds for the same object since it all goes through this specific instance.
But that means I have about 50 EventInstance but they only play a sound when called. Is that ok? Is that kind of setup what is expected?
Also, and the reason that led me to ask this question, is that with the latest FMOD, when I create these instances, since I don’t set3DAttributes() until the object will actually play a sound, is making the Console create 50+ warnings for each object saying variations of:
[FMOD] Instance of Event event:/Sfx/Objects/Book has not had EventInstance.set3DAttributes() called on it yet!
Would it make more sense to only create the EventInstance when I want to play the sound?
Or what I’m doing is OK and I should just set3DAttributes() even if I don’t need them atm?
Or this message is overzealous from FMOD?
Thanks in advance.