While the Documentation is very helpful, where do you go for actual step-by-step instructions for implementing a feature. While the Documentation defines the aspects/functions of the software, the Documentation does not explain implementation of everything; for example, search “Add instrument to parameter sheet”. If you read everything, you can logically figure out the steps through trail and error, normally; however, it would be nice to have actual step-by-step guides. In the end, I’ve had to right my own guides. Have I missed anything, here?
Hi,
There are some more step-by-step style videos available on FMOD Learn.
These tend to be more workflow oriented compared to the reference documentation. We’re also in the process of expanding our tutorial content with more practical, step-by-step videos, particularly around common Studio workflows.
Hope this helps!
Thx @li_fmod .
If time permitted, I could do some videos and publish them on YT, as well.
For example, I’m really wrestling with Magnet Regions and regular Transition Regions. For instance, I know you can establish a priority hierarchy by stacking these Regions in the black Track Logic lane. I have a Transition Region above a Magnet Region. The role of the Transition Region is to jump the play head to a “defeat/end of game” musical cue. The jump works; however, the Magnet Region immediately pulls the play head back.
NOTE: I’m using Magnet Regions to align game time (in seconds) and different musical cues; that is to say, several cues that happen at different time points during game play. First time using Magnet Regions; and first time trying this particular implementation, aligning to time.
This would be useful:
-An "(anti-) Magnet Region”: A region that inherently supersedes ALL other Magnet Regions when the play head is overlapping with this "(anti-) Magnet Region”. Does this make sense?
Thanks
D
Thank you so much, that would be awesome!
From what you described, I think what you’re running into might caused by the difference in how these regions are evaluated.
A Transition Region is effectively a one-off jump, whereas a Magnet Region acts as a continuous constraint. As long as the playhead is within a Magnet Region, FMOD will keep re-aligning it to the target time. So even if the Transition fires first, the Magnet can still pull the playhead back on the next evaluation.
The usual workaround you can try is to set a parameter condition to the Magnet Regions (for example, disable them once you enter a defeat/end state), or to separate the time-alignment logic and the defeat music into different events.
Hello @li_fmod .
I did, in fact, consider this option (as you wrote): set a parameter condition to the Magnet Region to disable it once you enter a defeat/end state. I did not see any way of achieving this – disable – in the documentation, but I will look.
A.l.lan tells me “You can dynamically disable a Magnet Region’s effect while an event is playing by ensuring its trigger conditions are not met via a game parameter.“ This I know - this is the whole point of using a Magnet Region.
A.l.lan continues “FMOD does not have a simple on/off switch in the API for magnet regions themselves, but they are designed to be controlled by parameters.“
….This is what understood already. FMOD does not have a simple on/off for a Magnet Region. Of course, you can use a Command Instrument and, in fact, I already do this; however that doesn’t help with the Magnet Region
I’ll look at the documentation and run tests. Tutorial video?
D
You’re absolutely right. When I mentioned “disabling” a Magnet Region, what I really meant was ensuring its condition evaluates to false once you enter a defeat/end state. Sorry for the confusion there.
Just to make sure I’m understanding your use case correctly:
am I right in thinking that you’re looking for something beyond parameter gating? For example, a way for a region or state to inherently suppress or override all Magnet Regions, without needing to explicitly manage that via parameters?
We currently don’t have a dedicated tutorial video specifically explaining Magnet Regions. However, here are a few related discussions you might find useful: