Hi.
I’m making interactive music for an exploration based part of my game. I have a bunch of little musical motifs that I am triggering each time the player perform a set of actions, through a dedicated event. At first I’ve been using a multi-instrument, which was choosing a motif in shuffle mode each time the event was played. But because of the randomness, there was no really the feeling of hearing a constructed song. So I tried in Global.Seq mode. Here I got a really strong sense of progression, but the problem is that the structure loops and it is getting a little bit boring in the long run. So my idea was to organize my different audio asset in multis representing each part of the song. I wanted to store all those multi in another multi. The “nested” multis would be in Global.Seq mode and the main one would be in shuffle mode, so that I could get a bit of randomness in the structure of the song without loosing the progression of each parts.
Unfortunately, from what I saw, there is no such feature in Fmod. when the event is triggered, it is triggering another nested mutli each time. What I’m looking for is for the main multi to wait until a nested multi has finished playing its global sequence before going to another nested multi. Did I miss this feature ? I know there are many other ways to obtain the behavior I described above, and I am already working on it, but I was thinking that it would be really convinient to be able to use some sort of “nested multis’s sequence” in a future version of Fmod.
Thanks for reading.