I have three sounds in a Multi Instrument (on an Action Sheet) and get pops at the end of two of the sounds when playing in the Event Editor, but not when listening to them one by one in the Multi Instrument Editor.
All three sounds are Wav 44.1kHz/16 Bit, are the same length and with 0dB fade outs at the end. They sound ok when played in the Multi Instrument Editor, in my DAW or other external apps (QuickTime, Fission, etc) but pops when played in the Event Editor.
If I use the same three sounds in a Multi Instrument on a Timeline Sheet, the pops does not occur, unless I extend the Multi Instrument region beyond the end of the sound files.
I’ve also tried the sounds one by one in a Single Instrument on a Timeline- and Action Sheet, with the same poping results on two of the files. I’ve made sure I have a 0 dB fade out on all three files in my DAW. The only place I can hear the pops is in FMODs Event Editor.
I’m new to FMOD so I’m probably doing something wrong.
I haven’t had the chance to try it running in Unity yet. (I can of course use the Timeline Sheet to avoid the pops, but I’m curious to what I’m doing wrong.)
I’m working in FMOD 2.01.04 on a Mac.
Is the action sheet set to consecutive or concurrent mode? If it’s set to consecutive mode, in which positions in the action sheet’s list are the two assets that pop?
Just to clarify, do you mean that pops occur if you stretch the multi instrument such that it’s length is greater than the combined length of all the audio files in its playlist?
Are you able to send us the files that are producing the pops you’re hearing? Having them on hand would make it easier for us to identify this issue.
I think I figured out what the problem was. All three files had a 0 dB fade out, but the two poping files didn’t have a 0 dB start. So when the cursor returned to the start position after playing the sounds a pop occurred.
I edited the waveforms in my DAW and there’s no more poping.
That’s probably why I could only hear the poping when playing the sounds in the Event Editor. Does that make sense?
That makes perfect sense. FMOD doesn’t automatically ramp the beginnings of audio files played as part of a playlist because doing so prevents users from stringing multiple audio files together seamlessly, so this behavior is expected if you’re using audio files that start at non-zero volume in the way you described.
I’m glad to hear you were able to resolve your issue.