Hello ! I have problem, I need the sounds inside the multi instrument to play without interruption. I am making sounds of a large number of rockets being fired almost simultaneously and I want the turbine of each rocket to play simultaneously with the other rocket being fired without interruption as the multi instrument usually does by defalt
I’m afraid I don’t fully understand what you mean.
As you say, multi instruments are already capable of playing sounds without interruption: If you enable the instrument’s loop playlist toggle button, then whenever it finishes playing one sound it will automatically begin playing the next as long as it remains triggered. However, I suspect this is not the behavior you want, as you mention wanting many rocket sounds to play simultaneously.
Could it be that you want to create multiple instances of the event that play simultaneously? If so, multi instruments are not the tool for that; a multi instrument is a tool for selecting one of multiple different sounds to play, not for playing multiple different sounds at the same time. The most common tool for playing multiple different instances of a sound at the same time is to create and play multiple different instances of an event.
What exact behavior do you want, and how does that behavior differ from what you have been able to achieve in FMOD Studio?
oh i see, so i need to make specific event for each rocket ?
Joseph ?
As I said in my earlier post, I’m not sure I understand what you’re trying to do.
You don’t need to make a separate event for each rocket. However, creating a single rocket event and then having your game’s code create multiple instances of that event will allow those multiple instances to play at the same time. I suspect that’s what you’re trying to do, but I may be mistaken. Please let me know if I’m wrong.
First of all thanks for diving into my problem ,i really appreciate it. Look what i wonna make: in my game there is a hero with a ult that launch many rockets in the area, so i don’t want make it with multi instrument because new rocket launch before next rocket explow. For now i made individual event for each rocket, but maybe there is a more professional and reasonable solution.
PS: I’m not making all this stuf into singl sound becouse my game is FPS and i want that all rocket was in panarama (i dkn how to say it proparly, i mean that all rocket was on right or left ear)
That sounds like a good decision. A multi instrument is not a tool for playing multiple sounds at the same time; it is a tool for selecting which of several sounds to play.
As I said, it should not be necessary to create one event for each rocket. You should only need to create one rocket event, and then create one instance of that rocket event for each rocket fired.
Ah, so you want the individual rocket launch sounds to be panned differently? That’s not incompatible with using a single event but creating a separate instance of that event for each rocket. In fact, it’s one of the most common use-cases for creating multiple instances of an event.
Each instance of an event can be given its own position in 3D space, which can differ from the position of every other instance of that event; and each event instance with a spatializing effect is panned according to its own position in 3D space, not that of other instances of the same event. This means that you only need to design one rocket launch event in FMOD Studio, and each instance of that rocket launch event can still be spatialized to a different 3D position in your game world.
ooooh ok, so instances will be in one event and controlled from the code, am i right?
It seems to me that you just don’t understand the basics yet.
Simply create a 3D event (which is just an event containing a spatializer). Inside this event, either in an action sheet or in the timeline, add a multi-instrument with different variations of your sound (usually, mono sounds are the norm), or a single instrument if you only have one. That’s all.
The game code will create an instance of this event at each rocket launch and give it its 3D coordinates, updating them continuously. The spatializer will interpret these coordinates and make the sound be in the right place. Since each rocket launch is a different instance, it will play until the end (or until you stop it).
ye im rookie and sorry for asking the same things 10 times xD. Thank you for advice but multi instrument can’t play sound fully and start new sound without stopping a previous, or i wrong?
You’re wrong. When you retrigger the start button in Fmod Studio, it does as if the event instance was stopped and restarted. So, yes, the sound is interrupted.
But the game shouldn’t retrigger the same event instance over and over, it should instead create a new instance of that event each time.
oh, so in the game the sounds from the multi-instrument will be played in full, not like in fmod?
If correctly programmed, yes.
ooh ok , thank you and @joseph very much!!! If you know some resources where i can see how correctly programming this i will be really grateful!!!
As Alcibiade has helpfully said, your game’s code should create a new instance of your event each time a rocket is launched. For an explanation of how to write code that creates event instances, I recommend reading the Playing Events section of the Studio API Guide.
If you’re using FMOD for Unity or FMOD for Unreal, the workflow for creating event instances is somewhat different. You can read about it in the FMOD for Unity User Guide and the FMOD for Unreal User Guide.
okok , thanks a LOT !!!