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Hi,

I have some suggestion…
I know that fmod’s high level is data-driven designed. Most of event’s parameters should be edited by sound director, not by programm.

But f-mod’s sounds already have two runtime parameters (volume and pitch) that can be modified programmatically. I think ‘3d pan level’ is runtime parameter too. It seems like the native sound’s parameter same as volume and pitch (at least for 3d sounds like position and velocity).

Even ambient domains (or I don’t remember how do you call it, as I understant you want to add this feature in future releases) can modify this parameter at runtime…

PS
‘3d pan level’ is greate feature. But disabling of 3d before a sound starts to play is easy thing and it’s native property for 3d sounds too…

Thanks.

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i’ve been working with 3d pan level lately, but i’m not sure if i follow what you’re saying. there is a 3d pan level setting in the event properties that can be set from 0 to 1. there is also a 3d pan effect that can be applied in the event editor and linked to a runtime parameter.

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As dave says, just add a parameter in your event, either distance or a user created parameter, and add a 3d pan level ‘effect’ to the layer to get the effect you are after.

Volume is mainly for things like muting and in game adjustment of game fx/music volumes (you dont even need this if you use category setvolume).
Theoretically i could see that setPitch and setVolume could simply be removed from the event class, but i know some people would complain.

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I would complain too, because in our game each sound must have ability to change pitch at runtime.

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Pitch? Why don’t you call Event::setPitch?

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I call Event::setPitch. But I want to call Event::set3DPanLevel too… 😉

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