I’m not sure whether this is a bug, but I’ve been trying to use a scatterer instrument to play some vehicle locomotion sounds, setting a fixed min and max spawn time and tweaking the spawn rate and pitch as the vehicle speeds up or slows down.
This works perfectly fine for a single scatterer instrument, but if I want multiple sets of samples that I can swap to for different speeds, I need to set up multiple scatterer instruments, and this results in weird behaviour.
To make one scatterer stop when a certain speed value is reached, I can either simply end the clip at that point, or I can automate the spawn rate down to 0%. In both cases, this causes all of the samples to fire off at once before it stops, which is highly undesirable.
I’ve been thinking about workarounds for this, but it seems like a weird behaviour in the first place, and it’s frustratingly hard to avoid in any consistent way.
This only happens when I have the scatterer instrument pitch being automated, the spawn rate seems to have some effect on how many samples play simultaneously at the end, but the problem only occurs when the pitch is being automated.
I thought it was firing off every sample at once, but even if I remove all but one sample, it spawns multiple of that same sample on exit. Here’s a video of it happening with some test sounds:
I understand that this may not be the intended use case for the scatterer instrument, but it is a pain when it almost works in this way, and there is no alternative I can think of that allows the decoupling of pitch and trigger rate for a pool of samples — except perhaps for a nested event where the pitch of the multi-instrument inside of the nested event is automated to perfectly cancel-out the pitch automation of the whole nested event, but that seems very fiddly indeed.
I’m using FMOD 2.02.04 on 64-bit Windows 10.
[Edit: updated to fix broken video upload]