Thank you for your answer! Yes, exactly — “why is the timeline speed fixed to the event pitch?” That makes sense, but coming from a DAW background, I expected some things to behave more like a traditional music sequencer. That said, FMOD is impressively flexible, and the kinds of music events you can build — including generative ones — are quite powerful.
Thanks also for adding the suggestion of a velocity parameter that can be automated.
Here are some other things I tried as a work around for my drum groove event (three audio tracks with short samples for hi-hat, snare, and bass drum, aligned on the timeline):
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Timeline with multiple tempo markers, copy-pasting the same drum sequence, and adding magnetic regions to jump via a parameter. This actually works well, but it’s not a practical solution — it’s error-prone and doesn’t allow for smooth tempo changes (not to mention the tedious setup).
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Command instruments triggering one-shot samples in action sheets (with high priority, no streaming assets, max instances set to 1, voice stealing disabled, and quantisation enabled). There’s no pitch shift here, but unfortunately, it isn’t rhythmically tight and falls apart when the timeline speed is modified. I had hoped this would work out of the box — especially since nested events stay perfectly in sync (understandably, since their audio plays back to the same master in the parent event). Any chance this could be made to work with additional optimisation settings?
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Haven’t tried yet: Programmer instruments (I assume same result) and MIDI with DLS files, but FMOD Studio doesn’t support MIDI on audio tracks anyway.
Another route might be starting multiple events simultaneously with sample-accurate timing — which fmod studio supports cf. your 2023 post — but as you noted, that’s not possible in Unity (or is it now maybe?), and I’m using Unity for this project. That approach would open up an entirely new world of advanced sequencing.
Maybe I’m missing something?