for some reason when i use 3d sounds with opengl coordinates … facing the sound is not as clear as when im behind it… so i reversed the normal of the camera but the left and right pans are inversed…
can i switch left to right and rigth to left channels?
- Golgoth asked 13 years ago
thats what i thought as well…
if u flip axis… left and right change so does the front and back… the problem remains…
either u have left and right wrong or front and back…
Vector3 l_normal = l_camera->GetNormal();
Set3dListener(l_camera->GetPositionf(), l_camera->GetVelocityf(), l_normal.x, l_normal.y, l_normal.z);
this way the front and back are ok but the left and right are inversed!
Set3dListener(l_camera->GetPositionf(), l_camera->GetVelocityf(), -l_normal.x, l_normal.y, -l_normal.z);
and this way left and right are good but back and front are inversed!
i ve tried pretty much all possible combinations… can you think of one i could have missed?
anyone noticed that a 3d sound is muffled when facing it? shoulnt be muffled when it is behind you? plus… 3d sounds being mono is a wierd concept! it does the job but when facing it… it is… mono!
Usualy, 3d sound is attached to an actor and innherit the actor s positson… reversing world and/or local axis is definilty not the best option…
good news is!
FSOUND_3D_Listener_SetAttributes(in_position, in_velocity, in_normal_x, -in_normal_y, in_normal_z, 0.0f, -1.0f, 0.0f);
inversing the y axis get the job done!
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