I’m currently setting up a simple music event as a test for a more expansive music track in our game, which will dynamically add in instrument layers/other sound depending on where the player is.
Currently, it’s just an upright bass and a hi-hat, simple 12 bar blues loop. The bass plays all the time, but the hi-hat has a volume parameter that turns it on when the player is walking and off when the player is still.
In FMOD Studio, it loops correctly forever, but in game, the hi-hat track will eventually de-sync from the bass if the player moves erratically (effectively urning the parameter on and off a lot really fast). The hat will stay out of sync with the bass, not playing on time, until the track loops, where it resets and is in time again.
I don’t quite understand how this is possible; the bass and hat parts are in the same event, and are the same length. The parameter on the hat only effects its volume, not it’s length or the start time of the region. I can simulate the issue in FMOD by turning the parameter on and off a lot really fast, but no de-sync occurs, it’s only in our game when the player starts/stops moving really fast. It’s worse toward the end of the loop.
Any ideas would be hugely appreciated!