How to Make FMODWait() not be interrupted
Posted: Fri Oct 11, 2024 2:39 pm
Hi!
I'm using FMOD for a project and by using the sequence command
it plays the music, however it is interrupted as soon as the next dialogue node begins.
I need to start the music when a character talks and keep it playing until the end of the conversation, or switch to another music at a later dialogue line.
Also, is there a way to modify FMOD parameters in a built-in sequence?
And just for curiosity: I noticed if I omit the FMODWait() first parameter like
it still plays the music correctly, so what is the first parameter exactly?
I'm using FMOD for a project and by using the sequence command
Code: Select all
required FMODWait(Hub Seguro, event:/Musicas/Hub Seguro);
I need to start the music when a character talks and keep it playing until the end of the conversation, or switch to another music at a later dialogue line.
Also, is there a way to modify FMOD parameters in a built-in sequence?
And just for curiosity: I noticed if I omit the FMODWait() first parameter like
Code: Select all
required FMODWait(, event:/Musicas/Hub Seguro);