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?
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?
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.
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