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Generally, how does FMOD handle stereo sounds that have 3D placement in the world? Can stereo sounds even be used as 3D sounds?

I’ve been thinking about this. A good example would be a waterfall. When you are far away from a waterfall, the sound seems to have a direction (you can hear in which general direction the waterfall is), but still the sound is pretty wide in a stereoscopic sense. When you’re close to a waterfall, the sound seems to come from everywhere, and fills the entire stereo image. Using a stereo sound in this situation is preferable, as they have a much more spacious feel than a mono 3D sound would.

There are various plugins that can affect the stereo width and pan/rotation of a sound. Waves S1 StereoImager comes to mind. Does FMOD do anything like this? That you could have a "3D stereo sound", that adjusts its width and pan/rotation according to the distance? Far away the stereo image would be narrow (as wide as the sound’s falloff sphere). When approach the falloff sphere, the stereo image would become wider, and as you’re inside the Hotspot, the stereo would be in full width.

Is this a crazy idea? Have things like these been done? Is there already something such in FMOD? I tried Surround Panning the sound in 2D with the auditioning tool. It sounded pretty cool, but didn’t work quite as expected (for example, the sound fades out as you move it behind the listener). Changing the sound to a 3D sound turned it to mono.

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Stereo 3D sounds are allowed and, coincidentally, we’ve just implemented a "stereo spread" property that will allow you to control the spread of a stereo/multichannel sound so you’ll be able to do exactly what you’ve described. Should be available next week.

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Sounds cool! ๐Ÿ˜€

[quote="andrew":1flhxwbi]Stereo 3D sounds are allowed[/quote:1flhxwbi]
Are they already allowed? Because when I changed an event that uses a stereo sample into a 3D event and listened to it in the Audition 3D tool, it sounded like a mono sound with 3D position.

Also; when I said in my last message: [quote:1flhxwbi]I tried Surround Panning the sound in 2D with the auditioning tool. It sounded pretty cool, but didn’t work quite as expected (for example, the sound fades out as you move it behind the listener). [/quote:1flhxwbi]
… I forgot to mention that I was listening to the surround panned 2D sound in a stereo speaker setup. I currently only have stereo speakers. So I suppose that the fade out when you move the sound behind the listener is correct in the sense I have no rear speakers, but it also indicates that FMOD apparently doesn’t [i:1flhxwbi]fall back to stereo speakers[/i:1flhxwbi] correctly with surround panned 2D sounds. E.g. seems like a backwards compatibility issue.

When you put a mono 3D sound behind the listener in a stereo speaker setup in the Audition 3D tool, you get this cool phase effect that makes it sound like it’s coming from behind you – even though the speakers are in front of you. But stereo sounds in the Surround Pan auditio tool don’t do this with stereo speakers. The Surround Pan audition tool only has 5.1 and 7.1 modes, but my Windows sound system is set to stereo speakers. Does FMOD bypass the setting and still play the sound in 5.1? Or Is this a bug maybe?

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[quote="Skaven":1z0uy0ig]Sounds cool! ๐Ÿ˜€

[quote="andrew":1z0uy0ig]Stereo 3D sounds are allowed[/quote:1z0uy0ig]
Are they already allowed? Because when I changed an event that uses a stereo sample into a 3D event and listened to it in the Audition 3D tool, it sounded like a mono sound with 3D position.
[/quote:1z0uy0ig]

They are played, they are just not spread as will be exposed soon.

[quote:1z0uy0ig]
Also; when I said in my last message: [quote:1z0uy0ig]I tried Surround Panning the sound in 2D with the auditioning tool. It sounded pretty cool, but didn’t work quite as expected (for example, the sound fades out as you move it behind the listener). [/quote:1z0uy0ig]
… I forgot to mention that I was listening to the surround panned 2D sound in a stereo speaker setup. I currently only have stereo speakers. So I suppose that the fade out when you move the sound behind the listener is correct in the sense I have no rear speakers, but it also indicates that FMOD apparently doesn’t [i:1z0uy0ig]fall back to stereo speakers[/i:1z0uy0ig] correctly with surround panned 2D sounds. E.g. seems like a backwards compatibility issue.
[/quote:1z0uy0ig]

If you’re using an older version of the tool it may have hard coded the internal speakermode to stereo, the later versions set fmod designer’s speaker mode to that of the setting you have in the control panel, so it should work.

[quote:1z0uy0ig]
When you put a mono 3D sound behind the listener in a stereo speaker setup in the Audition 3D tool, you get this cool phase effect that makes it sound like it’s coming from behind you – even though the speakers are in front of you. But stereo sounds in the Surround Pan auditio tool don’t do this with stereo speakers. The Surround Pan audition tool only has 5.1 and 7.1 modes, but my Windows sound system is set to stereo speakers. Does FMOD bypass the setting and still play the sound in 5.1? Or Is this a bug maybe?[/quote:1z0uy0ig]

3d is different to 2d and a 3d sound may be processed using prologic encoding or HRTF encoding or all manner of filters i don’t know about (if it is in hardware). If it is in software it will act pretty much like the surround pan tool.

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OK, I just downloaded the newest FMOD Designer and the Surround Pan audition seems to work OK now. Same for the 3D Audition, the 3D stereo sound plays unspread just as you say.

But – cool times ahead as the stereo spread gets done. ๐Ÿ˜€

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the low level engine is already done and available to programmers, we just have to put the control in the tool. It will be an event property, and also an ‘effect’ so you can put it on a curve to make it change over distance :)

shouldnt be far off, its very easy to add, maybe next week.

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