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We need to be able to apply effects on all sounds at the listener level. This would allow a damaged player to have hearing loss/attenuation. This is easy for single player; just place the effects on the master channel. However, I can’t find a set of API calls to allow this for multi-player split screen. In multi-player split-screen, one player could be healthy and the other suffering from hearing loss but I don’t see any way to apply the effects so that only the injured player sounds are affected. Is there anyway to do what I want? I believe this would require player specific output channels before going to the master output, but since FMOD multi-player is mono, that seems unlikely.
Thanks

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FMOD doesnt use multiple voices, ie a whole set for each listener – that would be very wasteful.
It just manages the existing voices in the world – so you can’t apply an effect per listener.

Maybe if you scanned all of the voices and put them into a channelgroup based on how far away they were from the particular listener, then apply a dsp to that channelgroup, it would stop people on the other side of the map from getting any effects.

Actually a better idea is not to be updating channelgroups all the time (this could be expensive) but just have a lowpass filter set on everything (ie use FMOD_INIT_SOFTWARE_OCCLUSION), and call Channel::set3DOcclusion(direct, reverb) for the closer voices.

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