Download FMOD Designer 2010
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USER MANUAL 261 Prompts were generally designed to operate with 'one-shot' style flourishes. The programmer can 'prompt' a flourish and forget about the cue, as it will be stopped automatically. Of course this all occurs at the programmer level, and requires the programmer to make the appropriate prepare or prompt call. The sound designer can test the affects of a prompt or prepare call using the audition console. By default, the button will behave as a 'prepare' call (the cue must be explicitly started AND stopped). In this tutorial, the flourish will operate as a 'PromptCue'. 41 Press the edit button on the flourish cue button in the audition console. Using the properties pane that appears, you can turn off 'sticky mode'. The button will now behave like a prompt (the button starts the cue and immediately switches of). The 'sticky' mode button is for auditioning only! It does not change anything in the .fev or .fsb...it just lets you hear what happens if the programmer uses a 'prepare' or 'prompt' call. Figure 9-74: Turn off sticky mode 42 Start auditioning by pressing the 'base layer' cue. Playback of the foundation of our music score will start. 43 Press the 'flourish' cue. You'll notice the cue button de-activates automatically. The playback may not be immediate, as the playback is synchronized to the first or third beat of each bar. 44 Keep pressing the 'flourish' cue and you will hear the random variations. Pressing the cue quickly you notice that you can stack multiple instances on a single beat. Conclusion In this tutorial we looked at just one on the benefits of a concurrent themes. In other tutorials we will investigate how to divide a musical arrangement (instruments) over multiple layers and how we can use a parameter to select which flourish is played.