Does FMOD natively support non-point based sound sources? For example, say I have a river that I want to attach a water sound fx to. There is no single 3d point that I want to associate the sound with, I want it to eminate from all points of the river model.
If it is not supported, does anyone know of some papers that might explain the best way to do this?
- HornedGod asked 12 years ago
[quote="brett":2376zv6i]at the moment, no, we’ve got it on our ‘big list of stuff to do’ and it is getting nearer, but there are a few other urgent features that are going in first. I can’t really say when this feature will be started but maybe in the next few months.[/quote:2376zv6i]
Have there been any advances in this, besides the Channel::set3dPanLevel function?
- Dogbert answered 11 years ago
Area based sound emitters arnt that hard to do, have a look at Game Gems 5 they have a section on it, and its something Ive integrated into my Max plugin for Fmod, basically any shape/line/polygon can be an emitter, just a few simple functions to find the distance from shapes and you just position the emitter to that point. Ill see if the article is online anywhere if not pop down the library or Amazon and grab Game Gems 5. Maybe even Mr Brett will feel an urge to support it natively in Fmod its very simple.
Edit: Couldnt find the paper online but heres the authors website, scroll to the bottom.
[url=http://members.gamedev.net/sami/:37xixtf0]3D Surface Emitters[/url:37xixtf0]
Any update on the priority of volumetric sound sources?
Setting a sounds mindistance will make attenuation work for sphere volumes, but it will not adjust the spatialization/speaker levels.
We are looking to implement volumetric sound sources ourselves, but would prefer a native fmod solution.
- justinc answered 12 years ago
Please login first to submit.