I have been tryng to use the 3d sound features provided by fmod., but i just can’t get it to work in 3d.., the sounds allways look like 2d.
So., i made a little application, it’s just some triangles rotating, and each one has a sound source. In theory when i was close to one of this triangles the sound should be louder, and when i move away, the sound should fade away.
So, essentialy, can someone please look at the source, give a quick look to see what’s wrong there ?
- BigB asked 16 years ago
Thanks for the input
I have run this source with the new fmod 3.6, and this time the sound works perfectly.., dunno what have you done, or if you have done anything, but it works now! But.., however only works in cards that have hardware support.
So in conclusion the 3dsound works in a soundblaster 128 pci wich has 7 hardware channels, and in a Guillemot sound card, that has 64 hardware channels., but it fails, and sounds like 2D in a soundblaster 16, wich has 0 hardware channels..
The hardware channels are reported by fmod.
Shouldn’t software take over with the soundblaster 16 ?
- BigB answered 16 years ago
He is initializing the DirectSound output in his code, that cant be the problem then.
I have briefly looked at your code and havent found any obvious errors or something like that, but i got a tip for you:
Start with something simpler than a sound app that’s patched around the nehe basecode, write a console app that tests 3d sound functionality only, without any graphics output, to get you started.
And dont fiddle with the RollOff-, Doppler-, or DistanceFactor, use the defaults at first first.
- night answered 16 years ago
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