I have a project with 5 magnet regions and transitions. In FMOD the behavior is exactly as I need it to sound in the game. When I modify the parameter the track fades to the correct musical queue. At the end of the magnet region the proper magnet region will replay what the parameter dictates.
In Unity, I have observed the following behavior:
- Export the project to Unity with just the magnet regions and no loop regions. The whole track plays front to back. Modifying the parameter has no effect.
- Export the project to Unity and add loop regions under all the magnet regions. This is better, but the entire portion of the loop region will play before the track will transition to the correct magnet region. If I wanted that behavior I would just use loop regions.
In Unity In have tried multiple methods to access the parameters including local, global, directly triggering the TriggerParameters() method, even using Update() to manipulate the param in realtime. I am confident I have not made scripting mistakes.
I am new to FMOD. I have played around for a couple days and watched a handful of tutorials. It seems straightforward, but this is discouraging. Am I missing some fundamental concept? Why does it behave as expected in the FMOD studio but not in Unity?
Appreciate any help!