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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