Unity Timeline plays fmod Events from the start

When I scroll to the middle of unity event playable it plays from the beginning of the event, which makes it harder to sync audio and more time consuming especially if the Fmod event is long.

Is there any other way to do it?

Hey @BubbleBoi , are you using event emitters to play on enable and using object activators in the timeline? If so, I don’t think there is a work around. If you find one, let me know! It is tedious, haha. Good luck with your project.

There is currently no way to playback an event from a different point in the timeline- there are some modifications that could be made to get simple events containing Single Instruments playing back from a different start point, but playing back Multi Instruments, Scatterer Instruments etc will be more challenging.
Here are some basic changes you could make if you only need Single Instruments playing back at the right time:

        // FMODEventPlayable.cs, FMODEventPlayableBehavior class
...
        float clipStartTime = 0.0f; // 1. Add variable to keep track of start time (~line 158)
...
        protected void PlayEvent()
        {
            if (!eventReference.IsNull)
            {
...
                eventInstance.setVolume(currentVolume);
                eventInstance.setTimelinePosition((int)(clipStartTime * 1000.0f)); // 2. Set event's playback position (~line 198)
                eventInstance.start();
            }
        }
...
        public void UpdateBehavior(float time, float volume)
        {
...
            if ((time >= OwningClip.start) && (time < OwningClip.end))
            {
                clipStartTime = time - (float)OwningClip.start; // 3. Set clip start time (~line 254)
                OnEnter();
            }
...
        }

I have passed this request onto the dev team to look into properly, thanks for the suggestion!

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