I noticed when adding FMOD playable event’s to Unity’s timeline, and controlling the labeled parameter that switches my ambience tracks, the release state of the ADSR on the event audio track or clip itself in FMOD does not work. The attack does for both the ambience inside and ambience outside, but the release just abruptly cuts off in Unity. Toggling between the two in FMOD studio itself, the attack and release both work perfectly.
I can work round this by keeping the two ambiences on there own dedicated events, and creating a separate event (with the labeled parameter) that uses commands to call the two ambience states.
Unfortunately, without more information about the contents and structure of your events and how exactly Unity is triggering them and updating their parameters, we don’t have enough information to diagnose this issue.
If you have any information on these topics that you’re able to share, we’ll gladly read it and provide advice.
Ill get you some more photos tomorrow showing how the FMOD event (pictured above) is being triggered on a Unity Timeline through an FMOD playable event i add to the tlmeline. The timeline itself is activated through code that enables the game object, which starts the timeline. In the inspector, where i assign the FMOD event, the local parameter is exposed and im assigning the change there. A value of 0 = ambience inside and a value of 1 = ambience outside. Here i assign it to 1 as I’m transitioning from inside to outside.
When the game starts the ambience inside is triggered through a Studio Event Emitter on Object Start. The labeled parameter (dropdown in the Studio Event Emitter) is set to Ambience Inside.