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I’m having difficulty getting the 3d max distance parameter to give me the results I want.

I have a sound playing on an object when the player is in a "room".

I expect that the volume of the sound would be at max attenuation (-60dB according to manual) when the player (listening point) is further than the 3d max distance.

This only works when the 3d Rolloff is set to linear, not logarithmic.

ie: when the player is at distance = 3d max distance and Rolloff = logarithmic, then the sound is being heard at 20%.

The 20% value here is also changed by modifying the 3d min distance. I didn’t expect this either.

Is this a known bug?

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It’s a bit counterintuitive, but that’s the expected behavior. MaxDistance w/ Log means "the distance at which it stops decreasing in volume".

For what it’s worth, we use linear for all falloffs.

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Really!!?!?!

I was expecting something more like this graph (made for min distance = 2 and max = 5):
http://tinyurl.com/bxupl5

Where sounds with a distance:
– less than 2 were played at 100% and sounds
– greater than 5 are played at 0%

I realise that you can’t ever get to 0% percent on a log/exp graph so I made it 0.01 which is -40dB.

I see that if you make it 0.001 (-60dB) then the log graph is much steeper:

I’d love for logarithmic and linear curves to have the same behaviour at max distance. Perhaps the definition of max distance needs to be changed to -40dB at max distance, and OFF (0% -infinity dB) for greater than max distance.

I’m sure most people wouldn’t notice a sound suddenly muting from -40dB. But the converse is happening in my experience where they are muting from anywhere between 10-30% and it’s very ugly.

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RTFM.

As AudioDev states: it’s the distance of maximum attenuation. Pity that maximum attenuation is not directly controllable.

Why then is there a maximum in logarithmic mode, since any curve like y = factor ^ x (for factor < 1) will never reach zero anyway?

I can’t think of an instance where I’d want a sound to "stop attenuating" at a specific distance (especially when I can’t control the level that it stops at!)

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I’m sure that Brett or Andrew can explain the original rationale better than me, but it seems that for FMOD log mode means "like real life" and they don’t really expect you to play with the max (the default is 1000 units).

I agree with you that for most games it’d be more useful if "log" meant "a non-linear falloff guaranteed to be zero at max distance". That’s what I expected originally, but def not how it is.

For us, though, it’s just a big "meh" since linear works fine and people’s ears are not sensitive enough to tell the difference. We also cull our sounds aggressively before we even send them to FMOD which makes silence at max distance a requirement.

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+1 audiodev. Linear works fine for us. Now if I could only get my engine team to decouple the listener’s orientation from position I would be in heaven!

Speaking of feature requests…

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