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Hi.

I’m implementing a sound system in a game engine using FMOD. 1 metre in this engine corresponds to 100 distance units. Now the trouble is that FSOUND_3D_SetDistanceFactor doesn’t seem to work. As far as I can tell, FSOUND_3D_SetDistanceFactor(100) is supposed to make FMOD recognize distances from the game engine properly, but it doesn’t. 3D Sounds can only be heard from very very close to the source, as if the distance factor was still 1 or something.

The problem can be solved by calling FSOUND_3D_SetRolloffFactor(0.01) instead, or by dividing all vectors sent to FMOD by 100, but these are work-arounds and should not be necessary.

Have I misunderstood how FMOD handles this or?

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Since FSOUND_3D_SetDistanceFactor defines what “distance” means, this should not be necessary I would say..

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It seems to me that FSOUND_3D_SetDistanceFactor should be called at initialization. What would be the point of calling it in the middle of playing..?

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