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Hi, i just started using fmod ex and i have already little problem.
I made simple application where i can move sound source around listener.
It seem to work fine when i create sound as FMOD_HARDWARE. But if i create it as FMOD_SOFTWARE then it only play that sound on one speaker. Sound is correctly attenuated when i move it further away from listener but it only plays it on right/left speaker. Only time when it is heard from both speakers is when its x position is exactly 0. Is this how it should work?

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assuming you set the listener properly…
play your sound a little above or below the listener, like at z+5. I had this trouble when the x,y,z of the listener is exacly the same as the sound…

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Thanks, works like a charm now.

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Yeah, I would consider that a bug, while others may argue otherwise.

The closer you are to a sound, you should start to hear it from both ears, which is not the case if the sound is exactly in front of one ear and exactly behing the other, if you get the analogy.

That z+5 is a hack and can cause trouble if you want precision in your system.

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We offer the "3D pan level" feature for this purpose. It controls how hard the panning is for 3D sounds.

[quote:28cqsnng]That z+5 is a hack and can cause trouble if you want precision in your system.[/quote:28cqsnng]
Yes, that solution is less than ideal in most cases, I recommend using the 3D pan level feature.

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I’ll have to try it…

Nope. That is not the required effect…

with .9
1) If the sound has min max distance, this overrides it, you hear .1 volume of the sound anywhere you are
2) Though you can hear on both speakers, the .1 volume sound is not directional
3) You still get that hard flip from left to right or right to left when you passe the center position.

setup

sound playing at 0,0,0

listener at -x,+-y,0 sound plays full left
listener at +x,+-y,0 sound plays full right.

Also it’s not only directly in front/behing the ears, its anywhere left or right of the sound… if the listener is on the exact same z.

Aside from playing the sound a little higher, my guess is that yes you could use this function but not as a one shot call. you would have to call it every step from the moment the listener passes the min or max distance, using

chnl->set3DPanLevel(distancefromchannel/channelmindistance)

to me at least, it’s not a fire and forget solution.

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3d pan level achieves the desired effect in the near field, but it messes with volume attenuation when distance > 3d min distance, and totally mucks it up when distance > 3d max distance (when the sound should be 0%).

On some test sounds, I set up a "3d distance" parameter to control 3d pan level – which works great. But then you’re bypassing the 3d min/max distance and rolloff which you have to define manually, which is a right PITA.

What I would dearly love to see would be an option to have the 3d pan level ramp from 1.0 at 3d min distance to 0.0 at 0.0 distance.

Then we’d have the best of both worlds!

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I can send you an example of the "3d distance" parameter controlling "3d pan level" if you like… it works beautifully in the FMOD Event Player.

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