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Setting parameters not working #248
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Probably related to #217 |
I have the exact same problem, but didn't investigate as deep as you did. So it seems like parameter calls for the engine are not implemented? |
Hello @Dodoveloper |
Ok, I was able to dig a bit deeper. When setting up an MRP for you, using the default Fmod Examples, I noticed that parameter setting actually worked! I figured there's an issue with my project, so I tried again and I saw that the issue I reported only affects continuous parameters for some reason; discrete and labeled parameters are fine ✅ . Here's a list of what I tried:
So it seems to be related to my project and to continuous parameters, specifically. Could this be related to a misconfiguration? Or maybe to a particular setting in the Fmod project? The Fmod version is 2.02.21 BTW |
Hey there!
I'm using the latest version of the addon with Godot 4.3 stable.
I created a custom resource to be edited in the inspector, similarly to what you get with the "Fmod event" property in the
FmodEventEmitter2D
node.The resource holds the selected event's GUID and path. Plus, it fetches parameters and puts them in an
event_parameters
dictionary with the following structure:I later use them to instance an event and set its parameters in code:
The issue is that the event's parameter doesn't seem to be set.
Indeed the debugger shows the following error:
I checked the parameter ID and it is the right one, also if the types are correct and they are (
param.id
is anint
andparam.value
is afloat
).I tried using
set_parameter_by_name
and I get a similar error:It looks like a bug to me, or am I doing something wrong?
UPDATE:
I set the event using the
FmodEventEmitter2D
node, then used the same API calls above to manually create an instance using theFmodEventEmitter2D.event_guid
property and I get the same error.But the interesting thing is that calling
FmodEventEmitter2D.set_parameter
triggers a similar issue, too.Same exact error if I try
$FmodEventEmitter2D["path/to/property"] = 42
.NOTE: in both cases, calling
FmodEventEmitter2D.get_parameter
actually shows the parameter has changed! But the sound is indeed the same, as if the parameter wasn't actually set.I'm worried there's currently no way to set parameters.
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