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I’m writing a game in Linux, and I have a car that I watch drive around my map close to me and far from me, and the 3D sound seems to work, but it only varies by the distance away that the car is from me. It seems like I only have 3D mono sound, but I want 3D stereo sound. What am I missing?

Thanks

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To my mind stereo 3d sound doesn’t make much sense.
Anyway, I don’t know if FMOD does anything about it (maybe it mixes it into mono?), so I can’t help you.

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I mean that my car engine sound only gets louder or softer depending on how close the car is to me. I can’t audibly tell the difference between the car being to my left and being to my right. I should be able to hear the car more in my left speaker when it is to my left (I wouldn’t need to give forward and up vectors if all the sound was calculated from was the distance between the camera and the object).

Actually, I just thought of something. My up vector for my camera is straight up, but the forward vector i gave points towards the ground a little, so they’re not perpendicular, even though they form a valid basis with their cross product (the openGL gluLookAt works with these as my up and my view). Would FMOD just ignore my vectors if they’re not perpendicular?

My project is due day after tomorrow. Can anyone help me?

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OpenGL is very forgiving sometimes. You can give gluLookAt all sorts of wrong input and it will still generate a matrix. I suspect FMOD just ignores your input.

/edit: maybe not fmod, but directx/eax/sound card drivers may do so

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