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I’m experiencing some odd behaviour in 3d stereo sounds. If I point the listener directly at the sound’s position, the volume drops dramatically – almost to silence. The sound is set up in designer as 3d, with a speaker spread of 180, to give full stereo width. I’m monitoring our title in stereo. When I connect designer to the game and change the speaker spread value (with the listener in the same position), the sound gets progressively quieter as the width factor is increased! Is this some kind of phase-cancellation issue?

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…bump…

has anyone had a chance to look into this?

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My sounds are all set to 0 as speaker spread.

How many speakers are you testing with, and are you sure you are in the same coordinate system as FMOD?

Does the occlusion demo have oddness too, or is that working fine (as I had my machine set to 7.1 and only 2 speakers plugged in, I was getting zero sound off things behind me)

Also, make sure you are setting the speaker’s up, I believe FMOD defaults to 2.

[code:dazvqjmj]
//Set speakers to the same as control panel ** PC only **
FMOD_SPEAKERMODE speakermode;
result = system->getDriverCaps(0,0,0,0,&speakermode); // Get speaker mode for default driver.
if (FMODError(TEXT("getDriverCaps"), result))
{
return 0;
}
result = system->setSpeakerMode(speakermode);
if (FMODError(TEXT("setSpeakerMode"), result))
{
return 0;
}
[/code:dazvqjmj]

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ok – but if we set the speaker spread to 0, then none of the stereo assets play as stereo – they all get mixed to mono, which would be a bit pointless… :)

speaker setup is fine, as is other positioning stuff, so it’s not a coordinates issue

btw, we are only setting the position on an event, orientation and velocity are passed as null…

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