Hello!
I haven’t found any topics covering this.
I’ve managed to preview FMOD Events in the sequencer with some code changes, but 3D spatialized sounds don’t seem to play at all. Is this even supported currently?
Thanks!
Hello!
I haven’t found any topics covering this.
I’ve managed to preview FMOD Events in the sequencer with some code changes, but 3D spatialized sounds don’t seem to play at all. Is this even supported currently?
Thanks!
It depends how the FMODAudioComponent is being started, since preview isn’t the same as Play-In-Editor it doesn’t trigger the ‘Auto Activate’ behavior.
You should be able to use the ‘FMOD Event Control Track’ to add keys for starting and stopping.
https://www.fmod.com/docs/2.03/unreal/user-guide.html#adding-event-sub-tracks
Hi Cameron,
Thank you for your answer. Yes, my event is currently setup in a sequence and correctly starts playing via an FMOD Event Control Track.
I found out something. On Sequencer Previewing, the event actually plays, but doesn’t update. So it will calculate attenuation given the position relative to the camera, and then just stay at that volume / panning.
While playing the exact same thing in PIE will update the sounds volume and panning relative to the camera’s position.
Also UFMODAudioComponent::TickComponent only runs in PIE and not in SequencerPreview (which makes sense) but this section also seems to be the one checking for spatiality.
Maybe you could help me figure out what could be wrong?
I found the problem. My sound is playing through the Auditioning System Context, and FFMODStudioEditorModule::Tick only updates the listener attributes for the Editor System Context.