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Hi, I got a problem. I hope somebody who had a similar problem could help me.

I have a problem with the 3D sound.
Right now, I have one sound emitter from an object that is moving around the world.
For my sound listener, I put it infront of my camera where it’s look at.
So, when I move around the camera, the listener will also move around with the camera and always will be infront of the camera where the camera looking at.

My problem is that when I move around the camera (which will also move the listener), the sound will vibrate as if you were talking infront of a fan. The sound transition/orientation does not run smoothly. When I stop moving, everything sounds perfect and I can even listen the sound pan left or right as the object moves.
The problem here is when I move the listener, the sound will be vibrating.

On the other hand, if I use the camera itself as the listener, and move it around, it works perfectly.

So, what do you guys think? Why can’t I get a smooth sound transition when I move a listener (which is being offset from a camera)?

-FARHAN-

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As I stated previously, the problem is most likely in your code. If it only occurs when moving the camera, take a look at your code where the camera is moved and see if you are making additional calls to set3DListenerAtrributes. The listener should not ‘vibrate’ unless the you are specifically moving it around in that way.

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[quote="peter":3h5hqw8v]As I stated previously, the problem is most likely in your code. If it only occurs when moving the camera, take a look at your code where the camera is moved and see if you are making additional calls to set3DListenerAtrributes. The listener should not ‘vibrate’ unless the you are specifically moving it around in that way.[/quote:3h5hqw8v]

Yeah, I was thinking if he has a character head wobble action going on even standing still. If the Doppler calculation is high you would get something like that

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I had weirdism when doing things out of sequence.

The other thing to consider is your world scale… Say you move 1 unit every frame… at 30 fps, that would be 30m/s*… pretty darn fast so you would get a noticeable Doppler effect. You have to scale your environment to match the *FMOD scale which is 1 unit = 1 meter if I remember right

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[quote="icuurd12b42":3cmhlb6v]If I remember right
game loop
{
1) Set the channels position
2) set the listener(s) position
3) end with System Update
}[/quote:3cmhlb6v]

I did the same thing. Did you have a similar problem?
I am still not sure why my listener causing this vibrating sound. Is this like its nature?
For having a listener offset from a camera position & lookat will cause the sound to vibrate everytime I move the camera.
When I don’t move the camera, the listener does not vibrate, however, when I move around the camera, that is when the sound will vibrate.
Is this like a nature of sound listener that’s being moving around??? and I cannot do anything about it???

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If I remember right
game loop
{
1) Set the channels position
2) set the listener(s) position
3) end with System Update
}

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FMOD is unaware of any camera in your world. The fact that problem only occurs when it’s offset from the camera would lead me to suspect you have a bug in your listener positioning code. Try doing a search for the all the places where you set the listener position and print the to file; I expect that it’s jumping around.

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