Weapon sound in Cryengine V (Full-auto)

(Sylvain) #1

Hello there,

I try to implement a full auto weapon sound in Cryengine V. Actually my Studio event is set with tail inside the same event as the loop. The switch between the loop and the tail is made with a parameter condition for the loop. It works perfectly but unfortunately there is no way for the moment to update a parameter with the cry mannequin system.

I can only do a start and stop event in the Cryengine mannequin system.
So the problem is how I can tell Fmod studio to wait for the end of the looped event to play the tail event. (something similar to wait for previous option in Fmod Designer)

I tried the method with an AHDSR found here:
But the result is that the switch is not enough fast I can only shot three rounds minimum

Here is more informations and the result in game with this method: https://www.cryengine.com/community/viewtopic.php?f=380&t=134938

Any other way to play event on stop ?

(Joseph Harvey) #2

Unfortunately, CRYENGINE’s FMOD Studio integration is developed and maintained by CRYTEK; We don’t have access to it and so can’t easily answer questions about its features. Still, from searching through their documentation (and specifically this page: http://docs.cryengine.com/display/CEMANUAL/Setting+up+Time+of+Day+using+Fmod+Studio+and+CRYENGINE), it seems the way to control a parameter value in CRYENGINE is to use CRYENGINE’s Audio Controls Editor to create an ATL-RTPC and connect it to the relevant event parameter.

If you need more assistance with this integration, I recommend contacting CRYTEK support, or perhaps consulting their user community for advice via https://answers.cryengine.com/index.html or https://www.cryengine.com/community/.

(Sylvain) #3

Just in case some update of the conversation: