Edit: this should probably be in the FMOD Studio section rather than FMOD Engine, I somehow messed up when posting, sorry é_è
Just something I find weird in FMOD Studio:
- First the tempo and named marker are displayed at beat 3 after the transition timeline, which I can understand because otherwise they’d be inside the transition timeline, but it’s still a bit misleading.
- A bit more importantly, the second transition marker after the transition timeline is displayed at beat 11 instead of 9 (and also the wavelengths preview doesn’t go “inside” the transition timeline, the visuals show the first beat at beat 3 - sorry I’m not sure I’m being super clear).
I also encountered an inconvenient issue (although not game breaking) in my Unity project, which may or may not be related to this: when playing an event with a transition like this (and a transition timeline, although I haven’t tested without), for 2-3 frames each loop when reaching the end of the transition timeline, getTimelinePosition somehow returns a wrong number which corresponds to beat 4. After a few frames, it just starts giving the correct timeline position again. It seems to be very consistent in my project, but I haven’t tried to repro this on a simple setup.
Edit: Realized I should provide a numerical example.
On an event with a total duration of 54857 (24 * 4 beats at tempo 105) before the transition timeline starts, and a transition timeline with a duration of 4571 (2 * 4 beats at tempo 105), first loop plays correctly, then during the start of the second loop, I get those values for theorical time / getTimelinePosition (small gaps but that’s because I’m using Unity’s time):
1396 / 1388
3294 / 3265 (those two are just periodic checks as long as the time diff is smaller than 30ms)
4538 / 9096
4557 / 9117
4576 / 9138
5205 / 5185 (back to periodic check since after previous line the gap got smaller than 30ms)
I’m currently using FMOD 2.01.09 (Studio & Unity Integration).
Let me know if it has to be related to Unity integration only, then I’ll post that second issue in Unity’s section instead.