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Hi,
I’m working on a 3D project and just integrated FMOD ex into it. However, we can’t seem to get the 3D sound working. I have set up a test project to work on that is like this-

A sound is situated at the world origin (0,0,0). The camera (listener) rotates around the origin at an offset of 10, while always facing the origin. I update the listener every frame with the camera’s attributes (position, forward, etc.). With this, and the sound always at the origin, it should always have the same orientation in regards to the listener. However, as the camera rotates around, the sound distinctly is coming from different directions based on where the camera rotates to.

I have made sure that all functions are executing properly and all the values seem to be right, can anyone help me out?

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you’re going to have to go an double check your numbers, if you are not moving the sound, and you are correctly re-positioning the listener with the appropriate lookat up/forward vectors, you will not get any audible difference. The only possibility is that you are not calling System::update or something. By coming from ‘different directions’ do you mean it rotates smoothly or it jitters around the place.

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[quote:1oqh2x05]you’re going to have to go an double check your numbers, if you are not moving the sound, and you are correctly re-positioning the listener with the appropriate lookat up/forward vectors, you will not get any audible difference. The only possibility is that you are not calling System::update or something. By coming from ‘different directions’ do you mean it rotates smoothly or it jitters around the place.[/quote:1oqh2x05]

believe me, I have checked and rechecked the code.

I am updating the vectors properly and even returning them and displaying them on screen to ensure that they are being set correctly within fmod.

and yes, I am calling system::update().

the sound plays and smoothly rotates as if it were coming from around the camera. I imagine it is producing the same effect as if a sound were revolving around a stationary listener, but I can’t figure out why.

upon further inspection, the sounds seem to be behaving as though the Forward and Up vectors weren’t even being updated. still have no idea why this is happening.

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are your vectors perpendicular and unit length. Are you using the latest version of fmod which if you use the fmodD version of the library, will actually return an error if your vectors are incorrect (this was just introduced.).

You can almost do what you are talking about by just strafing around a sound object in the geometry demo. I’m sure it is your input at fault.

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