Synch bug?

Firstly maybe am I doing this wrong or not understanding correctly how Fmod functions in it’s core.

Here is my issue:
context: I have multiple nested events in order to have a dynamic music system that is coherent.
bug?: I have a parameter sheet that triggers a ticking sound when an enum is set to 1. when the enum is set to that value a nested event is triggered based on quantization so that the music playing stays in synch. That works great and I am happy, however all of that music synching stuff does not work correctly when triggered from another event with different tempo: that does not make sense to me as the quantization should be based on the event in which the trigger happens and not the parent. This to me seems very odd as I cannot make individual system that have their own settings linked by a parent event.

In order to understand more clearly here are a few pictures of the project.

Music Parent

Game Music

Ticking Music

This may not look like an issue to some but as you start nesting stuff with different tempi, problems arrise. Also makes you unable to use immediate transitions between stuff as otherwise stuff will start to get out of synch.

Also this problems (if this is a problem) seems to happen only on parameter sheets and not on the timeline

Edit: Nope this happens in the timeline too with quantization options

I’m afraid I don’t understand your setup. You mention that when you trigger a quantized event instrument from its parent event, it is correctly synchronized with the content in that parent event, but that when you trigger the same nested event from a different parent event, it’s not synchronized with the content in that different parent event. This confuses me, as a nested event can only be referenced by its parent event, so it should be impossible to reference a nested event in any event other than its parent.

Normally I’d ask whether the nested event was actually a non-nested referenced event, but I can see that it’s a nested event in your screenshot.

Can you please clarify what you mean when you say “that music synching stuff does not work correctly when triggered from another event with different tempo?” Without understanding your setup, it’s going to be hard to identify the cause of the issue you’re facing.

Hey

Thanks for your reply!
I can see the confusion here let me clarify

To make things clear here are names I’m going to use
Parent event: event that plays game music event as well as other events
Game music event: child of parent event where the music of the game plays
Ticking event: nested event of « game music event » — triggers via parameter sheet

So what happens is that the ticking event is triggered by a parameter (let’s call it X). When Xs value is 2 then ticking event triggers, which works fine when I am testing things within the game music event. However when I test things from the parent event the ticking event gets triggered all wrong

Thanks, that helps clarify things.

So, when you say “when I test things from the parent event the ticking event gets triggered all wrong,” exactly what behavior are you seeing, and how does it differ from the behavior you expect?

Basically the problem is that the event is out of synch with the rest of the music

That being said it looks to me that the problem is one of two things
1- most likely it looks like the quantisation is based on passed time, which is really bad if that is the case, because I cannot make immediate transitions between two sections of music as then the quantization would think I am in between two beats.
2- or the triggering of the event is based on the BPM of parent event (which makes it problematic in case both bpm are not the same).

In case 1 basically the event instead of triggering on the next beat gets triggered somewhere in the middle which therefore make it go off grid and not in synchro with the music

In case two the event is triggered on a different tempi and there fore will not be triggered on the beat

Finally I’m putting this out there but it might be because I have different BPM in parent event.

P.S. I also had problems when playing the ticking event from game music event if I have an immediate transition between intro and main music

Quantization is based on the beat/bar count in the event instance that triggers the quantized instrument.

You’ve mentioned that the “game music event” is triggered by an event instrument in the event you’ve called “parent event,” whereas the “ticking instrument” is triggered by an event instrument in the “game music event.” Which is to day, you have two event instruments: One in “parent event” (that spawns an instance of “game music event” when triggered) and one in “game music event” (that spawns an instance of “ticking event” when triggered). Each of these instruments is quantized within the event instance that triggers it, so the “game music event” event instrument is quantized based on the beat/bar count of the instance of “parent event” that triggers that instrument, and the “ticking event” event instrument is quantized based on the beat/bar count of the instance of “game music event” that triggers that instrument.

In any case, I’m afraid I still don’t know the nature of the problem you’re trying to solve. You’ve mentioned that the ticking event “gets triggered all wrong,” which I take to mean that it’s being triggered in the wrong circumstances. However, you have not yet mentioned what the right circumstances would be - or, to put it another way, you have not yet described the conditions in which you do want the “ticking event” event to be triggered. Unless you tell me what you’re trying to do, there is no way for me to identify how the behavior you’re seeing differs from what you expect, and no way for me to tell you have to achieve the behavior you want.

hey thanks for your response :slight_smile:

by “trigger all wrong” I mean that it is triggered out of synch with what the quantization is supposed to be:
I set a quantization of the ticking event to be 1/4 note however it gets triggered somewhere between the beats.

hope that makes sense. I basically want to trigger the ticking event on 1/4 notes.

That’s strange; if you’ve set an event instrument in the “game music event” event be quantized to 1/4 notes, then it should be triggering on every 1/4 note of the “game music event” event.

Unfortunately, without being able to see the structure of that event, I can’t say why this behavior might be happening. Are you able to upload a copy of your project to the uploads tab of your profile page?

hey thank you I will try to upload it today or tomorrow :slight_smile: