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We are using version 4.06.22. We’ve just discovered a bug that is making our 3D sounds play as if they are 2D sounds on the Wii. They behave properly on the PC. The 3D sounds get louder and softer as the listener moves near and away from the sound source, but it does not pan. The 3D sounds are being created with the flags:

FMOD_HARDWARE | FMOD_OPENMEMORY | FMOD_LOOP_NORMAL | FMOD_3D

The FMOD_CREATESOUNDEXINFO struct contains:
numchannels = 1
format = FMOD_SOUND_FORMAT_GCADPCM
suggestedsoundtype = FMOD_SOUND_TYPE_FSB

The sounds are being played out of memory, not streamed.

I don’t see any revision lists that show a bug of this nature being recently fixed (most recent was 4.06.13). Do you have any suggestions that might fix this problem?

We are reluctant to pull down the most recent version of the library and try that because we are only a couple of days away from shipping our title.

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As mentioned in email, we’re waiting to see if the 3d example works ok, and we’ve tested it on our side with the latest code and it works.

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I have a simular problem with version 42005.

I use createSound using these flags

FMOD_HARDWARE | FMOD_LOWMEM | FMOD_CREATECOMPRESSEDSAMPLE | FMOD_3D | FMOD_3D_WORLDRELATIVE | FMOD_3D_LOGROLLOFF | FMOD_NONBLOCKING

on a fsb file containing wave compressed with GCADPCM.

The 3D sounds gets louder and softer but there is no panning.

Brett, could you point out how to resolve the problem?

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Ok, I’ve got some more information.

I got the 3d example working with panning.

When I use the same 3D locations for my sounds and listener in my application, then the panning works there too. However, when the listener is positioned with an x or z not equal to zero, the panning does not work anymore.

You can verify yourself in the 3d example by changing this line of code:

FMOD_VECTOR listenerpos = { 0.0f, 0.0f, 0.0f };

to

FMOD_VECTOR listenerpos = { 0.0f, 0.0f, 5.0f };

Now listen to the sound, it is not panning anymore…left and right speakers are equal, only the volume gets softer/louder. Only for sounds played in FMOD_HARDWARE !

Can you please confirm if this is a problem in FMOD?

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Hi,

I just did a test using hjeadphones to make sure, with the listener set to {0, 0, 5} and can still hear the panning, though it is more subtle, since the listener is further away.

The difference between hardware and software is probably due to differences in the fmod software mixer and the Wii’s hardware mixer.

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