I just upgraded to the latest FMOD Studio and I’m experiencing something weird with the transition markers. I’m wrapping the entire music system in a single event so I have more control over transitions. I noticed when I put a transition marker at the beginning of the event and change the playlist parameter, that event plays (transport marker running through it) but it cannot be heard. Here’s how it looks when it does not work:
This alternative can work, but it’s bugging me from an organizational point of view. Is this a known bug? Or am I doing something wrong? I’ve included some other images to show how I have my logic set up to rule anything out.
Despite testing with a close replica of what you’ve shown in your screenshots, I’m afraid I haven’t been able to reproduce this issue. I must be doing something differently to you, but I’m not sure what.
Could you please upload a project that exhibits this issue to the uploads tab of your profile page, so that we can investigate it in depth?
Thanks for the reply Joseph! Unfortunately I’m not sure if I can upload this particular project as we haven’t announced our title yet and I would have to check with our team before sharing content. However, I can work on recreating this project with some content not related to the game this week! Will repost another reply once I’ve done that.
Hi, can confirm that I am encountering this same issue after upgrading from FMOD 2.02.24 to FMOD 2.03.09 (Both studio and Unity integration). When a clip is aligned perfectly with a destination marker, the destination clip will not play at the end of the transition. The work around for me has been to offset the destination clip in the transition.
See image below, when “BGM” changes to “Combat”, the clip on the “Wander” track fades out, but when the transition ends, the audio from “CombatA” does not play (also no activity on the meter) unless I have that small (orange) offset on the destination track. With the small offset on the “CombatA” track, the audio correctly plays as it did in FMOD 2.02.24.
Hey, I am facing the same issue as well. After updating to the latest fmod if the marker is ahead of the track, it works but when both are in conjunction it does not work. Has the fmod team be made aware of this issue? I had to update to the latest fmod since the older version was not 16kb page file compliant for google play store.
Thanks to your screenshot, @rukukun , I’ve been able to reproduce this issue, and it definitely seems like a bug. I’ve added it to our bug tracker, so it should be fixed in an upcoming version of FMOD Studio and the FMOD Engine.
I am also experiencing this problem in the latest 2.02.32 version as well. I tried to downgrade to the previous version that I already had which was 2.02.21 and there it works fine. However that version is no longer compliant with the 16kb requirement that Google has. Is there any ETA on when this issue might get resolved? Our FMOD studio project is built on 2.02.25, hence we did not try the 2.03.x version inside Unity and also I am not sure the version where it works is 16kb compliant with Google.
Our agile development model means that the scope and schedule of each release is subject to change, so we can’t provide accurate estimates as to when specific features and fixes will be released.
However, I can tell you that we consider this bug to be a critical issue, and a fix is already scheduled for development, though it has not yet been completed or tested.