# Issue with the delay interval of the scatterer ( or any ideas on how to achieve my desired effect )

**URL:** https://qa.fmod.com/t/issue-with-the-delay-interval-of-the-scatterer-or-any-ideas-on-how-to-achieve-my-desired-effect/17885
**Category:** FMOD Studio
**Created:** [November 1, 2021, 12:05am UTC](https://qa.fmod.com/t/issue-with-the-delay-interval-of-the-scatterer-or-any-ideas-on-how-to-achieve-my-desired-effect/17885 "2021-11-01T00:05:41Z")
**Posts on this page:** 4
**Page:** 1

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### Author: ![azar75](https://avatars.discourse-cdn.com/v4/letter/a/977dab/32.png) [@azar75](https://qa.fmod.com/u/azar75)
#### Post date: [November 1, 2021, 12:05am UTC](https://qa.fmod.com/t/issue-with-the-delay-interval-of-the-scatterer-or-any-ideas-on-how-to-achieve-my-desired-effect/17885/1 "2021-11-01T00:05:41Z")

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Hi,  
So I’m working with FMOD and I’m facing a pretty specific issue. I’m using the scatterer instrument to play a set of sounds at a given interval, but the issue is, currently the scatterer waits for the delay it gets to happen before updating the next one.  
To give an example, at speed ( my var ) set at 0.01 it’ll wait 5sec for the next sound to trigger, but if I suddenly increase my speed, it’ll still wait for this set delay of 5sec to pass before playing the next sound and setting the next delay.

I would like to have the first sound to trigger at speed 0.01, and if I suddenly increment my speed, to have the delay get updated in real time so it doesn’t wait 5secs ( or the old set delay ) before updating again. Right now it basically sets the delay each time the last sound is triggered, and not in real time ( in-between the triggered sounds basically ), which messes up my sounds trigger when I increment rapidly my speed var.

Here is a pic of my setup with the scatterer: [https://i.imgur.com/sAKM8gq.png](https://i.imgur.com/sAKM8gq.png)

EDIT: to be more clear I’m trying to achieve a steam train sound depending on the speed. Any other ideas on how to achieve this are welcome.

EDIT2: upon further testing I’m actually unsure if the scatterer waits for the last delay to pass to update. Yet, my sounds come with a noticeable delay, even with the DSP buffer size block decreased. I really don’t know what to do to fix this sadly. Any ideas are appreciated.

Sincerely.

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### Author: ![Alcibiade](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/alcibiade/32/4284_2.png) [@Alcibiade](https://qa.fmod.com/u/Alcibiade)
#### Post date: [November 1, 2021, 3:54am UTC](https://qa.fmod.com/t/issue-with-the-delay-interval-of-the-scatterer-or-any-ideas-on-how-to-achieve-my-desired-effect/17885/2 "2021-11-01T03:54:28Z")

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Maybe would it be better to rather code that time logic in the game code and call a simple steam event at desired frequency?

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### Author: ![azar75](https://avatars.discourse-cdn.com/v4/letter/a/977dab/32.png) [@azar75](https://qa.fmod.com/u/azar75)
#### Post date: [November 1, 2021, 6:09am UTC](https://qa.fmod.com/t/issue-with-the-delay-interval-of-the-scatterer-or-any-ideas-on-how-to-achieve-my-desired-effect/17885/3 "2021-11-01T06:09:27Z")

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That was my initial solution, sadly, with what I’m using FMOD on, we can’t do that ( we can’t properly call the event with the desired frequency because we don’t have sub-stepping, and the sound gets to a pretty high frequency at high speed which we can’t keep up with 60fps, or at low framerate it would be really not ideal either ).

Though I just thought now while writing about maybe using both, calling it from the code for low/mid speed and using the scaterrer at really high speed, I guess this could work and it would fix the problem since the scaterrer would start at an already high frequency.

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### Author: ![joseph](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/joseph/32/264_2.png) [@joseph](https://qa.fmod.com/u/joseph)
#### Post date: [November 3, 2021, 4:04am UTC](https://qa.fmod.com/t/issue-with-the-delay-interval-of-the-scatterer-or-any-ideas-on-how-to-achieve-my-desired-effect/17885/4 "2021-11-03T04:04:19Z")

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Unfortunately, I’m not aware of any other way to achieve the behavior you want in FMOD Studio than automating spawn interval, as you already are.

Are you attempting to create a repetitive sound that plays continuously in a variable-speed loop? If so, perhaps you might find more success using a looping single or multi instrument adjusted by an autopitch modulator.
