0
0

I just spent a while looking through the forum looking for the answer to this, with no luck.

I have created a class that handles all my sounds, and for some reason when I play a sound in 3d, I can never get it to handle the 3d sounds based on the listener’s position.

When I update the Set3DListener. I do:
[code:sbceavpp] m_fmodSystem->set3DListenerAttributes(0, &listenerPos, NULL, &forward, &up);
[/code:sbceavpp]
All the vectors that go in, are unit length.

Positioning of the player works fine, its just the rotations doesn’t seem to effect the sounds position to the listener.

Any help would be great. Or let me know what else you need to see.

thanks

  • You must to post comments
0
0

This is how I am loading the sounds too.

[code:2l4vm5qi]
m_result = m_fmodSystem->createSound(szName, FMOD_2D, 0, &temp);
[/code:2l4vm5qi]
temp is a newly created FMOD::Sound*

  • You must to post comments
0
0

Oops sorry, I copied the wrong line. I have loading for 2d and 3d seperate. So I do have FMOD_3D in there.

I was again looking through the forums lastnight and found another post where you said that it was a bug in FMOD and that using FMOD_SOFTWARE made it work. I tried that and now I have full 3D sound with rotation.

thanks.

  • You must to post comments
Showing 2 results
Your Answer

Please first to submit.