It’s really interesting that there is absolutely no entry in the forum, so I believe that I’m missing something major and I’m sorry if there is a simple answer, but I can’t find the solution anywhere.
If I select multiple audio files and want to resize them all at once, it doesn’t work and just the clip I’m dragging gets changed. I can hold whatever key I want and it doesn’t change the fact, that the selection gets removed as soon as I want to change the length. What am I missing?
And in the same run: Is it possible to drag multiple audio files into the editor without making a multi-instrument, like by pressing a key? I also tried all sorts of things without luck.
Thanks and again sorry, if I’m overlooking something really obvious…
You’re not missing anything. There is no way to resize multiple instruments at the same time in FMOD Studio.
This action rarely comes up: When using synchronous instuments, it’s unusual to want to adjust the lengths of multiple instruments by the same amount; and when using asynchronous instruments, their exact lengths only matter if you’re using special untriggering or retriggering behavior.
That being said, if this is a feature you frequently find yourself wanting to use, I can add it to our feature/improvement tracker for future development.
Dragging multiple audio files onto an event track always creates a multi-instrument, as dragging the files to a specific track and parameter position in the event implies that you want them to route into that track and play at that parameter position.
However, if you drag multiple audio files onto the events browser rather than the editor, you’ll be prompted to choose between creating an event with multiple single instruments, an event with one multi instrument, or multiple events. Does that help your workflow?
Thank you for your detailed answer.
Yes exactly, I’m trying to trigger quite a lot of async audio-snippets with a parameter, which are tightly timed.
It’s the best solution I came up with, to synchronise an audio-feedback which follows the music, as the player taps along on cues in a quick-time-event style, if that makes any sense.
I would really appreciate it, if it would be added in the future, even though it’s otherwise not something which is used frequently.
I’ve added your suggestion to our feature/improvement tracker.
Since you’re working on a rhythm game, I should mention our quantization feature. You might already be aware of it, but it allows instruments to be “quantized” such that they only start on specific beats and bars.
Hi there. This feature is very useful, because i use prerecorded audio engine sounds at specific RPM that require even spacing. I think the fact that this is what i googled first as a result proves this fact.