Seek speed bug when migrating to 2.03.01

Hi!

We’re updating Unreal Engine version in our project so I was asked to look into updating FMOD as well. Haven’t thoroughly tested everything yet but came across a potential “bug”.

In 2.02.17 I had a Distance (Normalized) parameter with an asymmetric ascensing seek speed of 0.5/s. This was for a projectile event where I wanted the sound to come towards the player fast but fade out slower as it moved away from the player.

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In 2.03.01 this did not function in the same way. The seek speed had been migrated and converted into a modulator correctly but it moved instantly and wasn’t obeying the seek speed values set in the modulator. I removed the seek speed from the parameter and found I couldn’t add it back in, or any modulator at all.

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I’m guessing this is because you wouldn’t usually want non-instant seek speeds in a distance parameter. Apart from in edge cases like these. Or maybe its just in-built parameters that don’t allow modulators.

Is this something that could be added back in/fixed? In the meantime I might try using the distance parameter to automate a new parameter with a seek speed. Should work right?

Thanks

Yes! This is actually a bug; you’re supposed to be able to apply seek modulators to built-in parameters. I’ll add this issue to our bug tracker to be fixed in an upcoming version of FMOD Studio.

Yep, that workaround should work just fine.