Hello everyone, I have a question: I’m working on a forest environment simulating 3D birds, and so far everything has been going well. However, to make it more realistic, I set up the code so that the bird sounds play above the player, giving the impression that they’re high up. The problem is that since my entire project was made within the same event, all the other sounds (like crickets, cicadas, and wolves) also end up playing above. Is there a way to simulate this effect without affecting the position of the other animals and without having to create a separate event? What would be the best approach? Could creating a separate event be less beneficial for any reason, such as CPU usage or anything else?
Each event instance has exactly one set of 3D attributes, i.e.: one single location that is used by that event instance’s spatializing effects. There is no way to assign different 3D attributes to different tracks or instruments within an event.
You will almost certainly be better off splitting the content of your all-in-one event into two or more separate events,and assigning each a different location in your game world.
Not meaningfully. There is a small amount of overhead associated with an event instance, so having multiple event instances instead of just one technically does increase the resource requirements - but there’s also overhead associated with every track and instrument within an event instance, so events that contain less content are substantially cheaper than big events that contain everything. In your case, the increased cost of having multiple event instances will be almost perfectly cancelled out by the savings that come from having less content in each event, so the net impact on your game’s performance should be negligible.