i currently have a problem with stopping my event.
I noticed when two vehicles have the same engine sound and i stop one because its too far away my own engine sound stops too.
when i use two different vehicles with different engine sounds this does not happen.
It only happens when the fmod path of the event reference is the same.
I checked the instance handles of the events but they are different.
Persistent events remain active even when they aren’t producing sound, which could lead to overlapping behaviors like the one you’re experiencing.
Additionally, are you using any parameters in this event?
If possible, could you please share a screenshot of how the event is set up in FMOD Studio? This would help me better understand the structure and identify any potential issues.
Hello, I work with @Lemior and found the source of the problem. It’s the Command Instrument that send Stop Event - Immediate targeted at this event.
I thought that it would double-proof dumping the event from game’s memory, but it kills every instance of that event - that was the problem.
Yes, using a Command Instrument with the Stop Event - Immediate command targeting a specific event will stop all instances of that event, not just the one intended.
Instead of stopping the event directly, you could consider using parameters to fade out sounds based on distance. This way, you avoid globally affecting all instances while still managing the sound cleanly.