When I call FSOUND_3D_SetAttributes() for any reason, the sound I hear from the speakers is playing at least 3 times too fast. I have tried setting the doppler to 0, I have tried setting the listener and the emitters to position (0,0,0) and vel (0,0,0), but it still happening.
When I do not call FSOUND_3D_SetAttributes() there’s no problem.
What am I doing wrong?
Although this did work for the 3d sample, I am finding I cannot replicate the effect in my project. All of the emitters are in the xy plane, as is the listener. I wrote a method that takes a float scale and calls
but I still have to position the listener right on top of the emitter for the sound to come out at anything more than the min volume.
yes, i had to call setdistancefactor every frame. i also had to call the sample scaling methods (i don’t have my code in front of me, i can’t put the exact name sorry). if i left out either of these, sound would not come out as expected. i also searched to see if they were being reset anywhere else in the code, and i could find no such possibility.
The problem appears to be FSOUND_3D_SetDistanceFactor().
No matter what value I put, no matter when I call it, I get the same effect.
I see there is an older posting some pages back about the same issue, the solution there was to do all the scaling before delivery to fmod.
I am finding I have to do the same thing as well. the 3d samples worked fine, even when i altered them to move the emitters instead of the listener.
my soundcard is Advanced AC97 Audio. You know, one of those built into the motherboard deals.
That could be it. In the 3d example I tried the following:
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listenerpos = ((float)sin(t*0.05f) *100.0f * 33.0f); // left right pingpong
s[(int)(listenerpos/100.0f)+35] = ‘L’;
That should produce the same effect as the original, yes?
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