Is it possible in Unity to have an ongoing EventInstance and somehow cross-fade it to a different event programmatically? We’re trying to figure out how we can have a totally separate track as a single event replace a dynamic ongoing piece.
Desired workflow as follows:
- EventInstance of dynamic track
- Trigger replacement of dynamic track with a different dynamic track
- Cross-fade the tracks
NOTE: I apologize if I’m not using the proper FMOD terminology. I’m a programmer who generally doesn’t work with sound too much, so this is all new to me.