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as i can see, fmod can support multiple 3d listeners (for split screen for example), but i’m wondering if we can implement this as feature for AI based listeners. ie: is there any way to measure the "strength" of the surrounding sounds (at some 3d location), which can be then used to simulate/trigger response of the AI’s??

ofc, this can be done with custom implementation, but it seems more natural to me (and performance wise) if this could be done in fmod.

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Huhu,

I am looking for something similar too.
Maybe this could be done if the computation in Channel::getAudibility can be parametrized with an arbitrary listener. Brett, would it be possible to open some internal computation functions to the API in the next version?

Best regards,
Philip

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perhaps any plans on this?

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One way to do this is to insert a user property into your events representing an AI radius. It would be based off your coordinate system instead of a rolloff, but that would probably afford you more control.

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yeah, but that’s just sphere like checking, no occlusion, etc…

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no plans at the moment

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[quote="vesoljc":x6bwin5p]yeah, but that’s just sphere like checking, no occlusion, etc…[/quote:x6bwin5p]

You probably already have a collission system in place in your game.. Might use that for line of sight checking giving occlusion.

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[quote="jornj":27d2gbkp][quote="vesoljc":27d2gbkp]yeah, but that’s just sphere like checking, no occlusion, etc…[/quote:27d2gbkp]

You probably already have a collission system in place in your game.. Might use that for line of sight checking giving occlusion.[/quote:27d2gbkp]

like i said, this can be done with custom implementation, but since this is sound related, i was hoping that fmod could (and will :evil:) handle this.

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