Here is my setting. I have two continuous 3d events. Each of those event consists of a multi instrument looping randomly. A “biomeId” parameter is switching from one event to the other, depending on the ground surface/biome ingame. Since I need the events to sound continuous, I made them loop using a timeline transition. It sounds okay but this method prevent me from using the “biome A” and “biome B” sounds within the same event, because if the biome parameter is changing while we are in a timeline transition, fmod has to wait the end of the transition to then go to the other biome’s loop, and it could create weird non reactive sounding situations ingame.
There, I decided to use nested events for each of the biome, and to use a parent event to manage the transition with command instruments (play/stop biome A/B). I don’t need to use transition timeline within the parent event and I adjust the fade-in/out of the events using ahdsr on each one of my nested events. It sounds okay BUT it lacks something very important. The parent event is the one called by unity, and the nested events are called by the parent event. But when the parent event stops, the nested events are still playing, which is not desirable ingame.
Is there a way (other than code) to tell the nested events to stops when their parent is stopping ?