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Description
As an example of this issue, I have a footstep event that contains a water_footstep Event instrument with a parameter for WaterDepth. This parameter shows up as expected in the Godot editor, but each time I call play() or set_parameter() on the event emitter, I have the following error message:
E 0:00:03:289 player_controller.gd:242 @ make_footstep_sound(): Cannot set parameter to value 0.000000void __cdecl godot::FmodEvent::set_parameter_by_name(const class godot::String &,float) constsrc\studio\fmod_event.cpp69
<C++ Source> core/variant/variant_utility.cpp:1024 @ push_error()
<Stack Trace> player_controller.gd:242 @ make_footstep_sound()
player_controller.gd:168 @ _handle_ground_physics()
player_controller.gd:291 @ _physics_process()
This happens even if the set_parameter() call is not on the referenced parameter.
When this error appears, the audio still plays, but the referenced parameter does not get updated if I try to update it. Sometimes the game will crash when the event is triggered, but when this happens, there is no error message.
I'm not 100% certain that this is caused by the referenced parameter, but it does seem likely given that there is another "normal" parameter on this Event, and if I remove the Event instrument, things work normally. It seems like the reference isn't resolved correctly since the parameter name that would be in the error message is missing.