Trigger Music Stinger in time w/ underlying looping music

Hi, I’m using FMOD -Studio 2.02.26

This seems like a simple thing but I’m stumped. I have a section in my game where I need a looping piece of music to play, during this section of the game there will be visuals that pop up on screen that have musical stingers tied to them. It’s crucial that they trigger on the next bar / are in alignment with the tempo / grid of the music.

I have 4 of separate stingers in total, each 1 corresponds to a specific visual that could pop up on screen.

How the heck do I do this? Currently I have an Fmod event → Music → Looping with Tempo marker defined - but I have no clue where or how to add the stingers to the event without disrupting the music that’s looping

Assuming a Parameter with a value range of 0-4 so each stinger has a Value, but how do I set them up so that they trigger on the next Bar of the music that’s playing without disrupting music

Thanks,

Kristi

Hey,

The simplest way to do this would be to set up your stinger instruments to be async with a parameter trigger condition and quantization enabled. A simple way to set this up would be to have the stinger instruments occupy the same timeline length as the music:

When the parameter value is set via the API, the corresponding instrument will trigger, and then start playing at the quantized time.

If you wanted to make this fancier, you could place the stingers with quantization on the parameter sheet instead, and add a command instrument that resets the parameter value to 0 automatically:

Like this, when the parameter value is set via the API, the value will automatically be set back to 0, so you won’t have to worry about manually resetting the parameter and accidentally having the stinger play twice.

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