In addition, it is not possible to replace the impulse response used by a convolution reverb effect as your game runs. It is not designed to allow you to trigger and control the content of your project, as the FMOD Studio API already exists for that purpose.įor the same reason, it is not possible to trigger an FMOD Studio script from an event or snapshot, as such a trigger would be meaningless in-game. (Well, not without using live update, but I assume you don’t want the FMOD Studio GUI running in the background whenever your game is running.) This is because the scripting feature is designed to allow you to simplify your workflow by replacing time-intensive multi-step procedures with keyboard shortcuts and menu commands. It’s funny how nobody seems to be using scripts in FMOD that much, or am I missing something?įMOD Studio scripts are only effective within the FMOD Studio application, and cannot be used in-game. Looks to me like the script is happening in the main thread - could that be the problem? Accordingly, it will just beach ball and crash if I put an infinite loop. have the snapshot launch the script as soon as it’s playing? I did dump() all info on the snapshot in the terminal but most of the parameters aren’t covered in the documentation, I spent a day taking guesses and experimenting (to no success) and there’s virtually not a single tutorial out there.Īlternatively, is there a way to have a script launch at startup and loop in the background? When I put a while loop in my script, have it count to 100, log the current number and wait 100ms every iteration, FMOD (on Mac) will give me the beach ball for 10 seconds (that’s how long the script takes) and only then log 100 lines at once. Would it be possible to “attach” a js script (which lives in my project’s ‘/Scripts’ folder) to a mixer snapshot, i.e. How do I, in general, launch a script at runtime without hitting ‘Scripts/Reload’ or from some type of console, but from within the Game?
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June 2023
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