Our UE5 FMOD 2.03.09 project has a looping event that contains an event instrument that also loops, and we were seeing it not stop when stop was called on the parent event from UE, and the audio component wasn’t destroying itself despite being set to auto destroy on stop. As they resisted being stopped, these events would continue to pile up until eventually crashing the game.
I’d read in other threads that the child event should stop when the parent does if using an event instrument (thread), but it seems to be keeping the parent alive. Removing it avoids the problem. Is this a known problem, or maybe we’re going about this incorrectly?
What is the stopping behavour of the parent event? Do any of the instruments or logic markers in the parent event have an event condition in their trigger conditions list? If you try auditioning the event in FMOD Studio, does the event not stop when you press the stop button once, or does the event only fail to stop when played in your game?
I ask because giving an instrument or logic marker an event state trigger condition tells the parent event to only stop when it ends naturally, so as to permit the kind of complex stopping behaviour that event state conditions are designed to support. Thus, if you want an event with an event state trigger condition to stop when it receives a stop command, you must design it in such a way that receiving a stop command causes it to reach a natural end after some time.
Given that the event set to destroy itself on stop is never stopping, it’s not surprising that it is never destroying itself. If it stops, I expect it shall destroy itself correctly.