Hi, Im developing a rhythm game on unity and we’re using Koreographer.
I have been in contact with Koreographer’s support and they’ve been helping me debugging my issue.
A little premise: we’re using a single fmod event to handle all the music in our game. Then we switch between referenced tracks inside the event using a string parameter.
The problem shows up when we switch music through that parameter: koreographer starts keeping active multiple instances of channel visors, which makes koreographer react to all of them simultaneously.
This is what Eric from Koreographer found out:
You’re tapping into the internal Channel layers where audio is actually playing (while using Koreographer) and you’re seeing is that after you set a parameter to adjust the playhead, a Channel with the expected sound starts up but the old one never stops and continues to process, including loop.