I have video of the issue.
I have a sound that needs to start immediately when the Multi Event is triggered again - I am triggering transients within a loop that I have edited - there’s no reason it shouldn’t be seamless, but I’m getting a 30-50ms pause every time I trigger the Multi Event in Editor. If I trigger fast enough, I can basically have the instrument remain silent.
In Wwise, I can trigger a Random Container as fast as I like (our last title was an action game where this was a requirement- we couldn’t have shipped if there was a gap in each Random Trigger before the next file fired)
Alternatively, is there a way to have the currently playing file in the Multi Event fade out when triggering the Event again? A tunable fade would solve the gap problem. Right now it is hard stop for a split second every time I trigger the Multi Event.
I should add the issue is not with my audio, They are edited to start directly on signal, and even if I change the start offset I still get the gap.
Is this gap a limitation of FMOD, something that only happens in editor, or am I doing something wrong?
Thanks!





