Parameter-based loop regions for changing intermittence time of a click sound

Hey folks!

I’m building a system that takes a player’s rotation towards an object in Unity and plays back an intermittent click to signal their degrees of rotation away from the object.

I’m using intermittence to signal whether the player is rotated away from the object (slower intervals) or towards the object (quicker intervals).

I am trying to find a smooth way to translate the player rotation to intermittence speed changes in FMOD Studio but I’ve hit a dead end. I took some advice from another post about using a series of loop regions set to change depending on my rotation parameter value. This works, however is very jumpy in its current state as there are currently too few loops regions to provide fine transitions


[Figure 1 - the current looping set up I have in FMOD Studio. Depending on the parameter, the loop region changes based on the transition conditions]

Is there a more efficient way to do this I am missing? Or do I just need finer transition conditions to achieve a smoother output?

All the best, and thanks in advance.

Luke

In typical fashion, I think I figured out a workaround…

Using a scatterer instrument with automation on the spawn rate parameter.

Hope this helps someone else!

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