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Is there a way of stopping sounds playing after the listener is a certain degree of distance away from the source? I understand that the value ‘3D Max Distance’ specifies a kind of zone of attentuation around the sound source, but does that mean say, at 5000 metres away from a quiet sound source, the sound is still playing (very quietly) ?

It would be very useful to be able to dynamically control this and not relay on the natural ‘real-world’ halving of volume over doubling of distance.

We currently have a problem with lots of sounds playing, (albeit very quietly) when you are very far from the source. If we’re expecting that obstruction/occlusion will stop the sound I can see problems in large, open environments.

Many thanks to anyone who can help me with this.

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That’s the main point of virtual voices. If you only have 32 real voices (hardware or software for example) you can still have 1000 voices playing and fmod just updates them virtually.

What happens in your case if the sound is looping and you leave your zone then re-enter it, but it has stopped? FMOD’s virtual voice system restarts quiet non playing voices automatically at the right position.

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In the case above I would expect the sound to re-trigger (and re-loop) once the player has re-entered the point at which the sound starts to attenuate i.e. max distance. Does FMOD do a similar thing if you move out of the 10000 meters default, i.e. restarts the loop or does the sound never re-trigger?

So in order to have something really loud in an area it necessarily means it will play at relatively loud volume throughout the rest of the map, occlusion/obstruction allowing?

Is a custom roll-off curve the answer here?

Thanks again.

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