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I do have some questions about making sounds having the the volume you want them to have. i know you can set the kind of sound-fading (linear/log) and the starting-point for fading and the ending-point (3d min and max distance).
but in my case is the problem, that i do have a listener (the camera) that is a bit away of the object (a vehicle) that makes a sound and the sounds are quite low. i guess it has something to do with the fact, that fmod can’t know how big our world is scaled. fmod doesn’t know whether 1 unit is one meter or 10 meters.

is there a factor where i can correct this??

thanks for the help

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I am having the same problem. I created a volume parameter to rolloff using the distance parameter. This seemed to be the only way for the sound to completely diminish to -inf. I also tried setting the wave banks to force software = yes. That didn’t seem to change anything at all. I like the rolloff of the logarithmic but it should get to -inf (inaudible) at some point. I have also tried to set the min and max distance to some different settings trying to achieve this with no luck. I don’t think me and kulmusic have superhuman hearing, the sound just doesn’t fade away to inaudible.

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Have you tried setting up a custom volume roll off? If not, take a look at the simulating distance tutorial in the Designer user manual. Using a custom rolloff you should be able a set the relationship between the distance unit and volume to whatever you want.

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[quote="vfxs sound designer":1zprek1j]I am having the same problem. I created a volume parameter to rolloff using the distance parameter. This seemed to be the only way for the sound to completely diminish to -inf. I also tried setting the wave banks to force software = yes. That didn’t seem to change anything at all. I like the rolloff of the logarithmic but it should get to -inf (inaudible) at some point. I have also tried to set the min and max distance to some different settings trying to achieve this with no luck. I don’t think me and kulmusic have superhuman hearing, the sound just doesn’t fade away to inaudible.[/quote:1zprek1j]

Same thing here. In Fmod event player, we can hear the correct falloff when the event is set to linear, but not logarithmic. I tried force software = yes too, and it didn’t help. Any idea why??

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thanks for the reply. i will check that!

greetings!

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I’ve found that logarithmic is a nice theory, and perhaps is useful if your game world (or a given map/level) is absolutely enormous. In actuality, we are making ‘games’ though, and not recreating real life.

With that in mind, 9 times out of 10, a linear rolloff is much more useful, because as a sound designer I can explicitly control which sounds are heard and when. For those rare occasions when a linear rolloff just doesn’t sound right, I create a custom rolloff and drive it with the distance parameter.

I have yet to find a case where logarithmic works well in on of our game environments.

YMMV.

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[quote="anchelito":1q5o24kf]I do have some questions about making sounds having the the volume you want them to have. i know you can set the kind of sound-fading (linear/log) and the starting-point for fading and the ending-point (3d min and max distance).
but in my case is the problem, that i do have a listener (the camera) that is a bit away of the object (a vehicle) that makes a sound and the sounds are quite low. i guess it has something to do with the fact, that fmod can’t know how big our world is scaled. fmod doesn’t know whether 1 unit is one meter or 10 meters.

is there a factor where i can correct this??
[/quote:1q5o24kf]

It can be done with the programmer’s API – check out System::set3DSettings(). You can get the underlying System object from the EventSystem with EventSystem::getSystemObject().

Hope this helps,
Ben

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[quote="Symbiotic":2sq8dvfz]I’ve found that logarithmic is a nice theory, and perhaps is useful if your game world (or a given map/level) is absolutely enormous. In actuality, we are making ‘games’ though, and not recreating real life.

With that in mind, 9 times out of 10, a linear rolloff is much more useful, because as a sound designer I can explicitly control which sounds are heard and when. For those rare occasions when a linear rolloff just doesn’t sound right, I create a custom rolloff and drive it with the distance parameter.

I have yet to find a case where logarithmic works well in on of our game environments.

YMMV.[/quote:2sq8dvfz]

Totally agree. But the problem is still there, logarithmic in FMOD designer is not working??

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ah … one minute too late.
thanks ben for the answer, but i already found it … what templar said was exactly what i was looking for. by defining the min and max distance you somehow also define the world-scale of course.

thanks a lot!

greetings

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[quote="karl":gjex0bhc]Totally agree. But the problem is still there, logarithmic in FMOD designer is not working??[/quote:gjex0bhc]

When I test in Designer, I get the expected behaviour. In what way is it not working? Does it fall off for a little bit, then stay at the same volume no matter how far away it is? If so, I suggest you re-read brett’s post above:

[quote="brett":gjex0bhc]If you set maxdistance to a small value [b:gjex0bhc][color=red:gjex0bhc]it will stop attenuating[/color:gjex0bhc][/b:gjex0bhc] at that value as the documentation says, that is what you are experiencing. Leave it at 10,000 so that it never happens, ie it never hits the maxdistance.[/quote:gjex0bhc]

So if you have mindistance = 1, maxdistance = 10, it will attenuate when it is between 1 and 10 units away, but when it is further than 10 units away its volume will be constant (as if it was only 10 units away).

Ben

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I have one question….
If I set 3D min = 1 and 3d Max = 10 then in the fmod event player the event is played:

1) at maxi volume in distance range of (0,1)
2) attenuating with set rolloff within range (1,10)
3) playing at lowest volume at distance greater then 10

but if I go with camera to distance 50 it’s still the same volume as at distance 10

how to set when the sound is not heard ? How to do this ?

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[quote="ben":2lursb30][quote="karl":2lursb30]Totally agree. But the problem is still there, logarithmic in FMOD designer is not working??[/quote:2lursb30]

When I test in Designer, I get the expected behaviour. In what way is it not working? Does it fall off for a little bit, then stay at the same volume no matter how far away it is? If so, I suggest you re-read brett’s post above:

[quote="brett":2lursb30]If you set maxdistance to a small value [b:2lursb30][color=red:2lursb30]it will stop attenuating[/color:2lursb30][/b:2lursb30] at that value as the documentation says, that is what you are experiencing. Leave it at 10,000 so that it never happens, ie it never hits the maxdistance.[/quote:2lursb30]

So if you have mindistance = 1, maxdistance = 10, it will attenuate when it is between 1 and 10 units away, but when it is further than 10 units away its volume will be constant (as if it was only 10 units away).

Ben[/quote:2lursb30]

With more test done here…. When I use the sound in fmod example, then it works. But when using our event project it’s not falloff with logarithmic. I am testing the sound using FMOD Event Player.

So there must be something I missed. Is there any setting in Designer that might change the logarithmic falloff fucntionality?

Thank you.

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Please read the documentation it explains this in the section you are talking about. Choose linear rolloff to make it go from full volume to silence within min and max distance.

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[quote="Symbiotic":y26u9gf0]I’ve found that logarithmic is a nice theory, and perhaps is useful if your game world (or a given map/level) is absolutely enormous. In actuality, we are making ‘games’ though, and not recreating real life.

With that in mind, 9 times out of 10, a linear rolloff is much more useful, because as a sound designer I can explicitly control which sounds are heard and when. For those rare occasions when a linear rolloff just doesn’t sound right, I create a custom rolloff and drive it with the distance parameter.

I have yet to find a case where logarithmic works well in on of our game environments.

YMMV.[/quote:y26u9gf0]

Agreed – it’s usually necessary to control where sounds are not heard as well as where they are heard.

I think what is needed is a ‘force max distance to silence’ flag that, when set on a sound with logarithmic falloff, causes the volume to fade to zero by the max distance limit. Of course, it’s then not strictly logarithmic, but as the quoted poster said, we’re making games rather than recreating real life.

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[quote="brett":2vr7bbnh]Please read the documentation it explains this in the section you are talking about. Choose linear rolloff to make it go from full volume to silence within min and max distance.[/quote:2vr7bbnh]

so. if I understand this right….

in linear mode the volume of event can be inaudible in some point

in logaritmic the volume won’t go to -inf dB ever ? I don’t really understand this … so the sound is always there ??? but it simulates the real world attenuation….even in real world at some point the sound is not audible to the listener… or am I not understanding something ???

and if I want to have a logaritmic curve of attenuation and the volume to drop to silence at some point I should add a distance param in the event and draw the curve in there… right ???

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To let the designer decide what he wants to hear (or not hear) beyond the maxdistance would make more sense.
Making games or recreating real life, being in control is the issue…

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of course it atteunates to silence, it halves the volume for every distance unit away from the listener you move.

If you set maxdistance to a small value it will stop attenuating at that value as the documentation says, that is what you are experiencing. Leave it at 10,000 so that it never happens, ie it never hits the maxdistance.

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There are about 5 ways to control rolloff. You are not out of control here.
You can use linear to make it fade out to silence at a certain distance, you can use custom volume curves with distance parameters, the programmer can set their own rolloff curves, there is a global callback programmers can use to control attenuation on all voices. There is the standard rolloff which is not something new, it has been there since the old days of directsound.
To make it suddenly mute has always been a bizarre request to me. It sounds really bad to hear sounds just suddenly ‘pop’ out of existence.

Make maxdistance a large value all the time. Dont set it low. It -will- attenuate to silence depending on your mindistance (the volume does something like halve every time the distance doubles with log rolloff).
If you dont see this behaviour send us a project to prove it.

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[quote="brett":2t2s8zbi]of course it atteunates to silence, it halves the volume for every distance unit away from the listener you move.

If you set maxdistance to a small value it will stop attenuating at that value as the documentation says, that is what you are experiencing. Leave it at 10,000 so that it never happens, ie it never hits the maxdistance.[/quote:2t2s8zbi]

still can’t set it right
I have looped event (a fireplace just for a test), and I set the rolloff to logarithmic with 3dmin distance set to 1 meter and max distance set to 10000 meters

and when I test it in the FMOD event player I place the source in the various places but for example 200 meters from the source I still can (hardly but can) hear that.

so if I want to have logarithmic rolloff with max volume at 1 meters from source and inaudible at 20 meters from source then I should set what params for those distances ???
so far I can only do this kind of rollof using custom rollof.

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I think there are several things people want from this:

1) The ability to control the min distance – where the sound is at maximum volume – and the max distance – where the sound is a zero volume. The ability to control the point at which a sound stops being heard is very important, and as you say the sound needs to fade to that point or you get nasty instant cutoffs.

2) The ability to use a logarithmic style falloff characteristic, because it sounds more natural than a linear falloff. Linear stays too loud for too long and then gets too quiet too quickly. Fine for some situations, but not others. If you leave the max distance parameter very large on the current log falloff, you end up with lots of sounds being active at once, which may lead to cutoffs as channels get culled anyway.

3)The ability to set such a common requirement easily and not have to mess around with distance parameters and custom rolloffs. In big games workflow is key because there are so many assets to deal with.

In our project, we will be setting our own custom rolloff curve. But it would be nice if a pseudo-logarithmic curve were available in FMOD already, or if we had the ability to create our own template curves without using distance parameters and volume fades. The rolloff characteristic parameter can be multi-edited, whereas distance parameters and volume fades on sounds in events cannot.

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Try going to wavebank screen and force software = yes for your banks, it is probably your driver not attenuating all the way.

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