Parameter Debug

Good Evening,

Little question:
Is there a good way to debug parameters (global ones in priority - then local ones)?
Right now I am currently having to have a session with the different parameters set to show graph.
My problem beeing that first global parameters are not shown alphabetically in the overview,which makes it relatively tricky to find

Wondering if there is also a way to see which one is active at this moment without lanes (and beeing able to select the ones that you see).

Might not be very clear if so I apologies, and let me know what clarification I can make

There should definitely be some more ways of sorting and filtering the parameters list, both in the sandbox window and the profiler window. I’ll add this suggestion to our feature and improvement tracker.

What do you mean by “active?” Global parameters come into existence when you load the master bank and remain until you unload it, and so exist and function at all times while your FMOD Engine game is running.

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Thanks :smiling_face:
Yeah to be honest having a dedicated window to see states would be great!

By active I mean the current value of the state

I don’t know if you like the comparison but one thing that is very convenient in wwise is that while connected to the game in the player window you can see all the current state values (ordered alphabetically).

I think for now I’ll just add a debug script that gets all values and showed them

For those that this will help:
Little script (for Unity) that is absolutely not perfect but at least saves me a lot of hours.

    [Header("PARAMETER DEBUG")]
    public List<string> parameterDebug = new List<string>();
    public List<string> managerParametersDebug = new List<string>();
    public List<string> musicParameterDebug = new List<string>();
    public List<string> gameParameterDebug = new List<string>();
    public List<string> fpeParameterDebug = new List<string>();
    public List<string> playerParameterDebug = new List<string>();
    public List<string> otherParameterDebug = new List<string>();
   private void UpdateParameters()
   {
       parameterDebug.Clear();
       managerParametersDebug.Clear();
       musicParameterDebug.Clear();
       otherParameterDebug.Clear();
       gameParameterDebug.Clear();
       fpeParameterDebug.Clear();
       playerParameterDebug.Clear();

       AudioCallManager.MainSystem.getParameterDescriptionList(out PARAMETER_DESCRIPTION[] paramDescr);
       foreach (var i in paramDescr)
       {
           AudioCallManager.MainSystem.getParameterByName(i.name, out float ParamValue);
           parameterDebug.Add($"{(string)i.name} || {ParamValue}");
       }
       parameterDebug = parameterDebug.OrderByDescending(x => x).ToList();
       foreach (string b in parameterDebug)
       {
           if ((string)b.Substring(0, 4) == "mng_")
               managerParametersDebug.Add(b);
           else if ((string)b.Substring(0, 5) == "game_")
               gameParameterDebug.Add(b);
           else if ((string)b.Substring(0, 3) == "mx_")
               musicParameterDebug.Add(b);
           else if ((string)b.Substring(0, 4) == "fpe_")
               fpeParameterDebug.Add(b);
           else if ((string)b.Substring(0, 7) == "player_")
               playerParameterDebug.Add(b);
           else
               otherParameterDebug.Add(b);

       }
   }

Basically you just need to have some sort of naming convention and you’re good to go

Thanks for the clarification.

We already have this feature in the profiler window, minus the alphabetical sorting. Global parameters are displayed by default; if you want to see local parameters’ values, you can select the specific event instance whose parameter values you’re interested in.

Maybe im wrong but in the profiler window the current value is shown with a little yellow dot as values change is it not? Cause that is very tricky to see the actual current value

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Oh, I see! You want to be able to display the final value of each parameter as a number or label instead of as an orange dot. I can see how that would be useful. I’ll add this suggestion to our feature and improvement tracker.

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