Hey there,
Our current project requires many unique instruments to be synchronized in a single loop (currently the aim is to have nearly 300 unique tracks). Naturally, all 300 of them will never play at the same time - realistically only up to ~ 20 should be audible at once. But my main question is this: how do we keep them synchronized? The user will be able to manually pick different tracks during playtime (so at any point, they can change track 204 for track 152 for example), and we need this switch to happen smoothly – I.E. the moment a new instrument is picked, it has to be immediately audible and perfectly in sync with the rest, while the previous gets muted.
My first instinct was to put all the instruments in a single event and disable virtualization for that event – and while that mostly achieved what we needed – I.E. the tracks remained mostly in sync even when they were getting muted/unmuted, it presented a different issue – I was constantly using up all 256 active voice slots (even if almost all of them were at 0 volume). This meant that no other SFX’s were audible.
If I do enable virtualization, and then suddenly start changing the volume of some of the instruments – they get completely out of sync (it seems like they mostly sync up at the end of the loop, but that’s not good enough – we need them to be synced immediately when they become audible).
So, is there any way to keep instruments synced together without keeping them as active voices? Or alternatively, is there any way to start new instruments in sync with other, already playing instruments? I’m looking for any kind of solution that would allow us to achieve synchronization.
For context, we’re using FMOD Studio 2.03.11 and Unity 6000.3.0f1 with FMOD for Unity 2.03.10. None of the assets are set to “stream”. None of the instruments are asynchronous.
Thanks!