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Hello,

I have a question.

The coordinates of a sound position on the screen are the same that uses OpenGL?

I try to put an graphic object in a position where I want to sound too and I do not work well. What should I do?

Thank you.

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Be sure your coordinate systems match. Check out the "3D Sound" tutorial in the documentation. This is a copy/paste of the pertinent section of the document:
[quote:1fbm824d]Getting the correct orientation set up is essential if you want the source to move around you in 3d space.
FMOD Uses a left handed coordinate system by default, (+X = right, +Y = up, +Z = forwards), which is the same as DirectSound3D and A3D.

If you use a different coordinate system, then you will need to flip certain axis or even swap them around inside the call to System::set3DListenerAttributes and Channel::set3DAttributes.
Take the right handed coordinate system, where +X = right, +Y = up, +Z = backwards or towards you. To convert this to FMOD coordinate system simply negate all instances of the Z coordinate for listener and sound position and velocity, as well as listener up and forward vector Z components.

To make things easier for people using the right handed coordinate system, you can initialize FMOD Ex using FMOD_INIT_3D_RIGHTHANDED in System::init and not do any conversion. FMOD will automatically convert its internal 3D calculations to be right handed instead of left handed.[/quote:1fbm824d]
Hope that helps!

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Yes, but when I scale sound, the sound position of the initial moves, rather it should.
I only works if the sound is in the center of coordinates.

It’s normal what happens?

Thanks!

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Are you calling System::update() regularly?

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Yes, in a timer function (OPENGL)

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