I have an event that has 4 audio tracks on it that loop. I wanted 4 variations of this event so i created 4 separate events and dragged the referenced event onto the timeline of each of the 4 variations. I noticed when playing back from the view in the picture, audio doesn’t always playback.. Sometimes it does, but most of the time it doesn’t. If i double click on the yellow event and go into the referenced event, it plays back properly each time.
Also if i have ADSR on the referenced event, the attack is respected, but the release is not in any of the other events hosting the reference when playing back from the view in the picture. I have to apply separate ADSR to each of the 4 events. I was hoping i could make all the shared edits on the referenced event, and do the unique edits to each of the 4 separate events.
Here is an example of what i mean in the picture. This is not the actual project as im not at my main computer right now, but this is the same setup.
Unfortunately, without knowing more about the structure and settings of your project, we don’t have enough information to identify the cause of the behavior you describe.
That being said, the fact that the event does reliably played when not instances by an event instrument suggests that the issue must be rooted in the event instruments or the events containing them. I recommend carefully checking their properties in the deck; l if you are able to post screenshots, we may be able to tell you more.
It’s also possible that the issue is caused by the referenced event not being loaded in time to begin playback. How are you loading the events and their associated banks in your game, and how long are you waiting between selecting a parent event in FMOD Studio and auditioning that event?
As described in the FMOD Studio User Manual, stopping an event does not untrigger any of the instruments in that event. Because the event instruments are not being untriggered, stop commands are not being issued to the event instances spawned by those instruments; and, because those event instances are not receiving stop commands, the release periods of their AHDSR modulators do not begin.
The solution is therefore to ensure the event instruments are untriggered when the parent event receives a stop command. To do this, select an event instrument, expand its trigger behaviour drawer in the deck, then click the “Add Condition” button and select the “Add Event Condition” menu item. This adds a “Event State: Not Stopping” condition to the instrument, which ensures that it will untrigger when the parent event enters the “stopping” state.
I think this may be whats causing it, not being loaded in time, as sometimes it works (more often on shorter sounds) and sometimes it doesn’t. Im loading the events in game through the FMOD studio bank loader script.