0
0

When using the designer API, is it possible to use 2 separate listener positions – 1 to govern 3d sound attenuation, and another to govern 3d sound pan? We’re thinking it might be beneficial to use the player character’s position as the reference point for 3d volume, but want to keep the camera as the point of reference for sound location…

  • You must to post comments
0
0

No it is not but you can use things like customer rolloff curves and the distance parameter or even your own parameter to control rolloff.

  • You must to post comments
0
0

hmmm – ok. Would you consider separating those two aspects of the listener into separate variables, so volume and attenuation can be given different position data? custom rolloff, and the distance parameter don’t give us the option to do what we want…

  • You must to post comments
0
0

Atomsound, wouldn’t it be possible to make this distinction in the game when you set the 3d listener attributes? Take the position vector from your character and and the forward and up orientation vectors from the camera. Or is that not what you were asking about?

On a related note, Brett, have you guys considered implementing a listener sound cone? The ability to specify a listener size could help avoid times when sounds pan around too extremely as sometimes happens when the listener is just a point in space. A listener cone radius and outside volume would allow the listener to focus its hearing in the forward direction and this might be helpful to tighten up the 3d audio mix to what was happening in the player’s view.

cheers
-jason

  • You must to post comments
Showing 3 results
Your Answer

Please first to submit.