I am using several scatterer instruments inside a multi-track, looping event, and I would like a way to prevent all the instruments from playing at once when the event begins playing. I was wondering if there is a way to introduce the scatterers gradually and randomly when the event starts, since all firing at once is not desired and runs counter to the goal of creating a random/scattered soundscape.
Here’s my event:
Here’s what I’m ultimately trying to achieve:
- Randomly spawned gunshots from a variety of weapons (organized into separate instruments on separate tracks)
- Control over rate of spawn and scatter distance (hence the scatterers)
- An indefinite loop of this event that will be started and stopped from code
- A gradual start to the event that resembles the more sparse, random nature of the loop.
My current setup works great except for goal number 4. Once the event is looping, the effect is exactly what I want. As long as I can achieve those four goals, I’m open to alternate schemes and ready to switch to the best method.
Any suggestions would be much appreciated!