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I’ve been wrestling with 3D audio using samples for the better part of half a day now, and I’ve brought it down the following results matrix:

When setting an appropriate minimum number of hardware channels:

….When specifying FSOUND_HW3D:

……..- If I specify FSOUND_STEREO, then FSOUND_Sample_Load() will fail.
……..- If I specify FSOUND_FORCEMONO, then everything almost works as it should (there is attenuation with distance, but doppler shift is another matter).

….When not specifying FSOUND_HW3D:

……..- If I specify FSOUND_STEREO, then there is sound, but it is not 3D (no attentuation or doppler shifts).
……..- If I specify FSOUND_FORCEMONO, then there is no sound.

When setting an absurd minimum number of hardware channels (128) (to force software emulation, as specified in the documentation):

….When specifying FSOUND_HW3D:

……..- If I specify FSOUND_STEREO, then there is sound, but it is not 3D (no attentuation or doppler shifts).
……..- If I specify FSOUND_FORCEMONO, then there is no sound.

….When not specifying FSOUND_HW3D:

……..- If I specify FSOUND_STEREO, then there is sound, but it is not 3D (no attentuation or doppler shifts).
……..- If I specify FSOUND_FORCEMONO, then there is no sound.

As you can see, the main problem is that the sounds only exhibit 3D phenomena when hardware channels are being used, and understandably only in mono. Are there any common problems with FMOD’s software emulation that may fit this description? And is there any critical information that I’ve left out?

Thank you for reading this post.

-Austin Spafford

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Another issue that I haven’t seen addressed in the documentation: It seems that all three of the spatial scaling factors (distance, doppler, and rolloff) have no effect when using hardware channels; although this is not as big a problem since the first two can just be hacked around since our game is wrapping up FMOD. (manually scaling the velocity vectors and whatnot)

Are these sorts of problems something that is commonly encountered, and just ignored, or have other people generally had these features work in their projects?

-Austin Spafford

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For that matter, still using hardware channels, I just found out that moving the listener has no effect. This, yet again, is not absolutely killer since the wrapper can perform the necessary transforms, but it still seems a bit ridiculous. Please, is there anyone out there who would know if it’s normal for hardware channels to be this fickle, and whether or not there’s something simple that must be done that I’m possibly leaving out for software emulation to work?

-Austin Spafford

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Thank you for the reply.

Well I’m just fine with using mono for 3D sounds (makes sense), but the main issue is that I’d really like to just use software processing for 3D effects, so that I don’t have to worry about the limitations of the sound hardware our game is running on, but there’s just simply no 3D effects when using software processing. (and yes, the orientation vectors are being passed in as unit vectors; and we want an exagerated doppler shift, but like I said, that’s easy to hack around)

-Austin Spafford

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Thank you for the replies.

I didn’t mean to imply that FMOD wasn’t working, but that it’s just something that I’m doing that’s bogus. Ultimately we gave up on it though, and are just going to fall back on using 2D sounds… oh well.

Thank you for your assistance.

-Austin Spafford

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Okay, I finally managed to find the really stupid thing that I was doing wrong… which was as simple as forgetting to call FSOUND_Update(). 😳

So now 3D sound is working as it should (scaling factors now work, and the listener position/velocity has the proper effect). I still can’t force completely software processing of 3D effects by means of setting the minimum number of hardware channels to a number greater than the hardware, but that’s just fine since if I don’t bother, FMOD handles it for me anyway.

Sorry to bother you with the posts, but at least now anyone who reads this knows when it’s a good time to ask:

“Is it plugged in?”

-Austin Spafford

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