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+1 投票
I have found that I frequently desire to have different interpolation behavior on RTPCs depending on which sound the RTPC is applied to. This is especially true in cases where the RTPC is representing some character boolean. In cases where that bool applies to loops the interpolation should be longer but in cases where the bool applies to oneshots it needs to be instant - esp in cases where the bool is used to drive a switch value. The only fix for this is to make a second RTPC and write it via the game engine.

We also have cases where a single RTPC value is applied to a lot of different sounds. It is quite easy to edit the interpolation time to suit the behavior of the sound you are working on without realizing that you have broken the functionality of many other sounds.
分类:Feature Requests | 用户: Cody Behiel (120 分)
Hello, I have the same issue here. Same RTPC on different sounds applied to the same game object but I need different interpolation and I can't find a solution except creating other RTPCs, which is not very optim friendly…

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