Using version 2.02.13.
I have two projects I’m working on at the moment - one of them is having this issue, but the other project isn’t. I’ve compared the parameters and settings for each project, and they appear to my eyes to all match, so I’m not sure what I’ve done wrong with the project that’s not working.
In each project, I have several stem layers in my music tracks, and each stem is triggered by the player’s level progress or other in-game events. On the project that isn’t working correctly, what’s happening is that when the loop restarts, any of the currently active stems have the quantization delay applied, as if the trigger was just set, even though the trigger was already activated at the end of the loop.
For example, one of the stems has a 1 bar quantization delay set - if that stem is playing when the end of the loop is reached, at the start of the loop it turns off for 1 bar, and then picks up again. It’s doing this to all of the stems in this project (aside from the base stem, which I have the quantization delay turned), regardless of the quantization interval (so bars, beats, etc.)
On the other project, it works as you would expect - when the parameter is first triggered, it waits until the quantization delay setting has reached, the stem starts, and it continues through the loop. I had done the setup of this project a while ago, so I’m assuming there’s something fundamental I’ve forgotten to do in the intervening time, but after comparing all the settings between the two, I can’t figure out what it is I’ve skipped.
Here are screenshots of the project that isn’t working:
And here’s the project that is working:
Any ideas would be greatly appreciated!