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Hello everybody,

In order to put sounds/music into my engine, I have used FMod to place the listener’s position, and I have defined the position of all my sounds in space. From now on I will refer the listener as my camera, as both are in the same position.

So I have my camera which I can move, rotate, strafe, etc. The problem is that when I rotate it, I should not hear the sounds like if I didnt rotate of course… The positions of the other sounds relative to the camera are not the same, considering my Z axis as my camera view vector. So I was just asking if there was a way to define the rotation of the listener with FMod, or should I loop through all my sounds and change their position…

I hope you understood all I said, thanks in advance for your answers,
Sebastien RONSSE.

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Thanks for the reply, I saw just after posting that there were other parmaters for the SetAttributes function, I was look at the wrong SetAttributes one (for channels). Yes as you said Ive used the up vector from my camera (which is constant), and the look vector of the camera too. I got perfect results, I really love FMod.

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