Hi everyone, so I just have a question about how Fmod’s Live Update works, as per observation.
I found that when live update was connected and working, I would hop over to Fmod and try to monitor which functions of the software were tracking with my game at runtime.
To be honest, the only thing I found to do this was the Mixer page or window that you can call up in Studio. And with a little bit of limited functionality - as snapshots were triggered by the game state, I would audibly hear ducking come into effect, for example, or see the actual incoming signal in each channel meter dropping to accomodate for the snapshot. The channel fader itself did not move like a typical automated fader might behave in a DAW of some sort, like Protools, for example…
I was also trying to observe my live, real-time or I suppose, run-time 3D pan effects. My 3D sounds in my game were indeed 3D, and I even wrote specific ‘surround extent’ instructions into the Deck area of my audio track in the Fmod event, the loop regions in the event browser, as well as playhead playback… none of this stuff is active or reading back like live automation in Fmod when my game is running, and live update, activated.
So I suppose my question is… these would be nice features to have in Fmod. Is there something I’m doing wrong, should I be seeing these things happen real time in Studio? Or is the Live Update feature purposefully configured in a way not to do these things as to minimize the requirement for system resources, etc.?
I also had a look in the Fmod documentation, and there is no mention of live functionality updates like the ones I outlined, aside from the mixer.