I’m seeing some behaviour with polyphony that makes me think I don’t understand it.
I have an FMOD Event in a Unreal level, which auto activates. If I make several of these FMOD Events and play the Unreal project, I hear the sound playing for as many copies of the event there are in the level.
Now, this would by default be expected behaviour, however (and this is where I am confused) the FMOD Event in question has its polyphony set to 1.
The manual states:
“The Polyphony Property defines the number of instances of a particular Sound Module that can be voiced simultaneously. So if set to a value of 1, the target Sound Module only ever has a single instance of it played at the same time.”
So my questions are:
Is the behaviour I am seeing correct?
How do we define ‘instances’ here - is the same FMOD event copied
several times seen as multiple instances?
What is the best way to handle polyphony across multiple copies of
an FMOD event in Unreal?
I have a test Unreal and FMOD project which reproduces the behaviour, they can be accessed here:
- Load Unreal Project in Unreal 4.16.2.
- Load FMOD Project in FMOD 1.09.06
- Observe ‘Polyphony Test’ event in FMOD project with volume of -12dB.
- Observe ‘Polyphony_Test’ object copied multiple times in the Unreal level.
- Press play on Unreal level.
The test sound event can be heard playing at a loud volume, despite it being at -12dB, due to it playing multiple instances of it.
Only one instance of the test sound to play because the event’s polyphony is set to 1.
Many thanks in advance!