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Hi there,

I’m investigating the best way to change how distance attenuation works for us so it doesn’t just use the as the crow flys distance between the source and listener but instead will use the indirect distance between them taking into account corridors etc. From my limited experience of fmod it seems the only way to do this is disable its distance attenuation and implement my own that takes this into account and then modifies the sounds volume appropriately. Is there a better way I have missed?

thanks

Martin

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There is ‘custom rolloff curve’ support (Sound::set3DCustomRolloff) but what you are talking about is not ‘indirect path’, but reverb, you would probably get a better result just turning that on.

FMOD also has a geometry api which occludes sounds based on walls etc for a more realistic environment.

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