I’ve been trying to create different Events that have the 3D Distance parameter added (with the "Add 3D Distance" command). I tried to create different effects, such as the filter Cutoff changing by distance.
However, when I use the Audition 3D tool, the sound pans, Dopplers and attenuates properly when I move the point around, but the effects I added don’t change at all according to distance. I’ve tried different zooms, different Min and Max distances and different value ranges for the (distance) parameter, but none of them seem to work. 😕
I’m having the same issue with 3d sounds not working in Designer. This problem is inherited in the game and I’m not sure what’s causing it. I’m on version 1.7.7 and this is something which wasn’t a problem in the past. When I switch my sound events to 2d they playback just fine but 3d seems broken. Please advise.
- Adam Smith-Kipnis answered 11 years ago
Are you setting the event "3D Rolloff" value to "custom" ? I believe you have to do this to have the distance parameter take effect. In this case, Min and Max distance grey out, as the distance rolloff is defined by your filters.
Just a thought.
- ssnyder answered 11 years ago
I just installed version 1.7.9. The problem persists.
If I create a normal 3D event, it can be auditioned in 3D just fine, it attenuates and pans correctly.
However, if I set the rolloff to Custom and add a 3D Distance parameter to the event by using the "Add 3D Distance parameter", then add a Volume effect and give it an envelope (max volume at min distance & vice versa), the sound doesn’t attenuate accordingly when I 3D Audition it. Nor do any other effects I tie to the (distance) parameter.
What do I need to do in order to audition and preview custom rolloff effect sounds in 3D? Or is the feature currently broken?
I don’t recall ever being able to audition custom rolloffs in the Audition 3D tool, and I think it’s because there are no hard coordinates associated in the tool. If you really want to audition your distance effect, I’m pretty sure you have to try it in-game (or play it in the event editor and manually drag the cursor back and forth). That’s what I’ve been doing anyway.
Unfortunately I can’t. We’re using FMOD a bit differently. To integrate audio asset management, we’ve created a "light" version of FMOD Designer inside our level editor. This means I mainly use FMOD Designer as a prototyping tool, to propose new effect arrangements for our audio programmer who implements them in code.
But if it will work properly later, I’ll be happy. Thanks!
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