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Hi,

I’ve been struggling with a couple of things that are most likely simple.

Having problems trying to create sounds that appear to come from behind the listener. In this example I am using the sounds of flies buzzing around. These are mono, 2d sounds. In the event editor I use the surround pan effect (with a velocity parameter) to have these sounds move all about the surround field.

When I audition the sounds within fmod they behave exactly as I would expect. However, when I run the game, the surround effect is much less pronounced. While I do hear the sounds from all speakers, they are undeniably stronger coming from the front. It also seems as though the left/right changes work fine, but the front to back just seems narrower – with sounds still coming from the front even at times when the surround panning clearly should have the sound entirely behind me.

I should mention the game is a third person perspective (aka tomb raider), which might explain the problem to some degree as the source of the sound is the characters head (which is essentially ‘recessed’ forward in the screen) – but as I understand things that would/should only make sense for a 3d sound. However, I have the ability to change things so the sound source is the camera itself (as in a first person), and the problem persists.

I have experimented some, and tried making these sounds surround position 100% in the rear speakers only. Again, when auditioned in fmod designer I hear things only behind me. Ingame however, not the case.

A 2d sound should be ignoring the player position regardless right? Shouldn’t I be able to place a sound entirely in any one speaker and just have it stay there?

What am I doing wrong here?

Thanks in advance!

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yes you’re right if it is 2d then 3d stuff doesn’t affect it.

There’s 2 things i’d try to rule out something in the game possibly causing it.
1. Use FMOD Event Player. This will let you play the compiled fev/fsb in a fairly 2d’ish manner (x/y playing field).
2. Use FMOD Sandbox. You can drop an event into a real 3d world and listen to it and see if it behaves as you would expect in a more realistic game environment.

If one doesnt work the way you expect send it to us and we can try it out ourselves. What platform is this? If it is PC then maybe the speakermode hasnt been set up with the recommended startup sequence?

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"If it is PC then maybe the speakermode hasnt been set up with the recommended startup sequence?"

You nailed it, thanks! Fmod was working fine…the game wasn’t doing its part.

All good now 😀

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[quote:1rrmqenv]When I audition the sounds within fmod they behave exactly as I would expect. However, when I run the game, the surround effect is much less pronounced. While I do hear the sounds from all speakers, they are undeniably stronger coming from the front. It also seems as though the left/right changes work fine, but the front to back just seems narrower – with sounds still coming from the front even at times when the surround panning clearly should have the sound entirely behind me. [/quote:1rrmqenv]

I have the same problem. On my own PC it sounds ok but at work it is like a stereo-sound mixed to 5.1 coming mostly from the front.eventhough the system->getdrivercaps gets 5point1 as speakermode correctly.

when i play the event in the eventplayer at work, it also sounds correct!
but in code it doesn´t.

i tried the same project on both pcs and with the same soundcard and speakers but i cant find a difference.

anyone has an idea what could be wrong??

Thanks,
Chrissey

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Maybe some additional info…

I just found out, that the Program works correctly on Windows Vista,
but doesn´t on Windows XP…

The project was build under Vista but i tried Xp, too.
Doesn´t work either!

in designer i force software playback. i also tried to force the vista-pc to use directsound output but it pans right anyway.

Is there any way to fix this?

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It´s interesting, that it pans wrong,too, if i set designer to output type
windows multimedia…

but in code i set directsound and there it´s wrong either, even if in designer it pans right with dsound!

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