Sidechain on compressor not working?

I’m trying to make a simple sidechain to a compressor from one group to another. I’m in FMOD 2.03.08.

I’m attaching a video with the process. This video is tested INGAME, sorry I cut the video wrongly so you cant see the live update on, but it is.

I’m afraid I can’t see any issues in that video.

Is it that the compressor effect’s gain reduction meters aren’t animating? If so, that’s expected: The compressor effect’s meters calculate the amount of gain reduction to display by comparing the signal the effect receives as input to the signal it outputs, which means the meters don’t display anything when there’s no input signal, even if the effect is technically applying significant gain reduction to that signal.

You may want to consider using the multiband dynamics effect instead. It gets a direct feed from the monitoring system, so it knows the reduction values it’s applying even without a signal at its location, and thus doesn’t need input for its meters to accurately display the reduction being applied.

Thank you very much! It was indeed as you said with the compressor. Only compresses when there’s a signal. But I can’t seem to be able to make the multiband work? Could you see it to see what I’m doing wrong?

The compressor seems to compress the signal itself rather than the one I’m sidechaining.

(Just in case: In the video I’m focused on a disabled band, but it looks the same on the active one)

I can’t see any obvious cause of the behavior in that video - but then, that video doesn’t show what the settings of your multiband dynamics effect’s mid band are.

I’m afraid I haven’t been able to reproduce this behavior. When I test here, the multiband dynamics effect processes the signal at its position, based on the signal at the position of its linked sidechain effect, as expected. I must be missing some crucial detail of how your project is set up.

You are mistaken. The video shows the “Low” band, which is not disabled. Only the “High” band is disabled; both the “low” and “mid” bands are set to “Compress Down” mode. Of course, since you’ve set the X-low and X-high properties to their lowest and highest possible values respectively, the “Mid” band’s properties are those that dominate the effect’s behavior.

I’m afraid we’ll need more information about your project to identify the cause of this issue. Are you able to upload a stripped-down copy of your project to the uploads tab of your profile page?

I’m so sorry, I recorded that video terribly wrong. Here’s one I hope it’s more clear. An ally (goblin) attacking an Enemy. High pitch voice = Goblin, low pitch voice = enemy.

It’d seem the sidechain is not working, and the compression is happening from the events from the own group. Attaching the sidechain to the normal compressor in enemies works perfectly.

Hmm… I’m still not able to reproduce the issue here.

I notice that in both of your videos, the “live update syncing” indicator is flashing for the entire duration of the video. This icon indicates that the version of the project you have open in FMOD Studio contains changes not present in the banks used by your game, and that FMOD Studio hasn’t finished streaming the changes across the network so that your game can make use of them for the current play session. The fact that the icon is continuing to blink for the entire video suggests that you have not updated the banks used in your game for a long time - and more importantly, that the changes you have made to your FMOD Studio project have not finished being propagated to your game yet.

I recommend rebuilding your project’s banks, copying the newly built bank files to the location your game expects to find its bank files. This will bring your game’s banks back into sync with your FMOD Studio project, reducing the amount of time required for live update syncing back to zero - and hopefully allowing you to hear the multiband dynamics effect working correctly without first having to wait for live update syncing to complete.

Hi Joseph! The banks were updated but sometimes Fmod just gets stuck in that phrase.

That being said, it ended being a version bug! I updated to 2.03.14 and now works perfectly. Thank you so much for the paitence and the tips!