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FMODEx 43209 32-bit, Windows 7 64-bit. Application compiled for 32-bit.

While doing some testing, we accidentally noticed that distance-based attenuation seemed to fail and begin returning full attenuation at a distance of exactly one billion units (1×10^9). Now, FMOD seems to work in floats, and FLT_MAX is 3.402823466e+38F, so it doesn’t seem to be a float limit. Does FMOD have an internal distance maximum limit of 1×10^9?

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Thanks Brett.

Yeah, we don’t typically need sounds that far away either, but it’s disconcerting to run into something you don’t understand and can’t find a rationale for.

Thanks for the fix.

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yeah i found a hardcoded number of 999999999.0f inside fmod – i didnt think anyone would have a sound that far away :)
I’ve changed it to FLT_MAX which should fix this issue.
Hopefully a new release will be out this week.

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Here is a sample that will reproduce the fmod problem.

Change the listener’s position to 999999968 and you will hear the audio at full gain. This example is directly from the fmod 3d example.

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Anyone have any knowledge of this? I can provide some simple reproducer code from my client.

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Sorry, I need to rephrase this. We see full GAIN, not full attenuation.

Basically at just under 1×10^9 we have normal distance-based ATTENUATION. Beyond 1×10^9 we see the attenuation go away, and we get full GAIN on that source.

Is this a known internal limit of FMOD?

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