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hi, i hope someone notices this message cause i am running out of patience and time.

i am building a 3d game and i really need positioning, obviously.
when i use FMOD_HARDWARE, and manage to get the RollOff working, my sound just sounds different when i aproach the (maxdistance-mindistance)/2 barrier. so it’s not really usable in a game.
if i force to FMOD_SOFTWARE all the channels, the attenuation is excelent, more then excellent but the speaker levels are all the same, there is no left and right. everything is heard in all speakers. hope there is a solution, otherwise i am going to have to change the API.
the ideea is FMOD_HARDWARE is out of the question, and software has no idea where the sound is coming from. all sounds are defined FMOD_3D|FMOD_SOFTWARE. SetHardwareChannels(0,0,0,0),64 software channels. Thanks and hope i get a reply

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Well, it’s a little hard to help without more info.

I just got software mode to work myself. My sound is panning as I rotate and attenuating as I move towards and away from the sound source in my game. I can give some examples if you want.

Are you feeding FMOD the normalized camera vectors for both Upwards and Forwards?

Hardware mode is another story. If I switch from Software to Hardware it doesn’t work correctly. I don’t know why.

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yes everything was normalised. i managed to get it to work on hardware, no more sound problems, it was something wrong with managin my sources, and keeping them in a vector. when i was stopping a channel from stoping sound to repeatably play on the same source, sound was changing pitch. now i have a problem with get and set UserData, can’t seem to get it working. i am trying to set in setUserData the entityID of the source playing but the pointers are f***ed up.

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