Im not sure if Im understanding how looped audio works, but anyway I’ve been working on a custom fmod integration with entities in unity.
I have this simple audio of a looping gun sound. When I use activeAudio.Instance.stop(STOP_MODE.ALLOWFADEOUT);
obviously the audio is allowed to fadeout, but the state stays at PLAYBACK_STATE.STOPPING
but never fully reaches PLAYBACK_STATE.STOPPED
.
Is this to be expected? Calling stop with IMMEDIATE
obviously stops things immediately but I’m not sure if I’m doing whats ideal here, if I should always keep these looped audio in a state of limbo until they are started again or try to stop them fully and clear them.
I noticed in the editor(after checking out some threads) adding the fadeout condition to an empty space sort of does the same thing when setting fadeout to 1, the instruments no longer play, but the event still loops and playback doesnt stop on its own.