I would like to dynamically "build" a song in my game by adding/removing instrument layers. This is normally possible exporting each instrument layer as a separate track, but this method is not so efficient for memory (it's like having multiple songs). I've started to use FMOD recently, so I would like to know if there is a method to save a song with multiple instrument tracks, for example, in an internal format, so that I can manipulate which instrument is going to play by code.
EDIT: An example from my game: I have a character that can transform to different forms. Imagine that the player has an aggressive melee form: I want that the main theme changes accordingly with the current player form. In my example, when the player is in the melee form, I want to add an electric guitar. If I change to a "bird" form, it would be nice to have a marimba instead of the guitar. Note that the rest of the main theme remain exactly the same. I know that I can export different songs, each one tailored for each player form, but I was wondering if it is possible to do something "better". When you save a song as a project file, you have more information than the actual music. Take FMOD Designer, for example:
Here we have all the information about layers, instruments etc. so that is possible to mute an instrument, for example. What I want to achieve is to make one song, containing all the instruments(guitar,marimba in the example), so that I can mute/un-mute them by code. Is there a way to have such a format loaded by FMOD c++ API?