I’m having trouble getting Events to work properly in 3D.
We have positional Sounds working fine but we are setting an Event to position 0,0,0 with no velocity and it can be heard all over the map at full volume.
We are calling update on the event system every frame. The 3D attributes are all set to default (which works fine for Sounds). In the event builder we have set the sound to World Relative positioning, Logarithmic rolloff, min dist of 1 and max of 10. We have also tried variations of the settings in the event builder.
Any ideas on what we may have missed?
- deighvyd asked 12 years ago
Okay I got 3D positioning and rolloff working for the event that I was working on. The problem was that I was using a noise oscillator as my basic sound definition in the event. When I switched to a white noise WAV file 3D rolloff worked exactly as desired.
Is this meant to be the case? If it is is there any way to use an oscillator in a 3D way?
Grabbed the new 4.00.37 from the downloads but I’m still hearing the same problem. One thing I did notice is that when I run multiple eventsystem objects my CPU usage goes way up. The thing that is a little strange is that with one of my event groups, two of the events work without any problem while the third is where I’m hearing the distortion. Everything sounds fine the editor. The event is pretty simple as well, it has a volume, pitch and distortion envelope. If it would help, I could send you my .fdp file.
Hi does anyone have any ideas on this.
No matter what we try the event from FMOD designer just will not play as a 3D positioned sound.
There do not seem to be any examples that actually treat an event from FMOD designer as a 3D sound in the application, even though some of them are setup as 3D sounds.
Is there an example available for using events built using FMOD designer as a 3D sound in code.
Leave maxdistance at 10000. By setting maxdistance to 10 you’re telling FMOD to stop attenuating the volume when the event goes further than 10 units away. Check out the docs on Channel::get3DMinMaxDistance. We’re planning on making the whole min/max distance issue a lot clearer in future releases as it’s been a point of confusion for some time now.
I was misunderstanding the way minimum and maximum distances work with rolloff.
However setting min and max distance to 1 and 10000 respectively the sound still plays clearly over the whole map (upto 250 metres away).
Am I missing something, my regular 3D positioned sounds work fine.
I’m actually having the same problem. I’m using a 3D system object and multiple 3D eventsystem objects. The system object functions as perscribed, but the event objects are not in repect to 3D positioning. It behaves like the set3DAtributes is being ignored.
I’m also seeing a lot of distortion and static when multiple eventsystem objects are playing simultaniously.
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