I’ll be upgrading our sound system from FMOD 3 to FMOD Ex in a little while, and I’m researching some new features that our sound designer has asked for. The one thing that he’s asked for that I’m unable to find in the documentation currently is directional sounds.
Does FMOD support creating directional sounds (that is, sounds with an orientation and volume cone)?
This page has info on what I’m looking for:
- Guy Somberg
- Adiss asked 11 years ago
Oh thats a bit dissapointing, found cones mighty handy in my old ds engine, ok as you say sound are omni, but it sure helped and improved the ‘feel’. Also means a lot more work building geometry ‘fake’ it and I guess a bit of a performance hit. Shame.
I guess one can do it oneself with a quick dot product and a volume adjust.
I would look at it this way, people want to use FMod to give the best level of immersion they can for sound, and I see sound cones as an aid to the audio designers to achieve things in an easier manner. Its just another way of doing it. Half the time people are doing games that are fantasy based anyway so maybe its not physically accurate but does the player mind
Oh go on, slot it in One more feature to outclass the opposition even more, and one less excuse anyone could have for not using FMod.
Yeah, I think it’s a good idea to put it in, simply for the reason that it could make it easier to use FMOD for some people, and that will increase the popularity of FMOD, which is a Good Thing for all of us.
I agree that sound cones are a “hacky” concept when you’ve got a real geometry based occlusion/obstruction system, but most people aren’t used to having that luxury. It could be convenient to have sound cones when porting from other APIs.
Also, it’s so trivial to add it in, that I could hardly think of a reason to not do it, other than not doing it on principle… basically you get a “feature” for free!
Thanks for taking the time to add it in.
- mccallus answered 11 years ago
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