I’ve used SOUND_3D_Listener_SetDistanceFactor(100) to match the scale of FMODs 3d engine with that of my own 3d engine (so 1 unit equals 1cm).
This seems to work fine except that it seems I then also has to set the rolloff factor to 0.01f. If I don’t do that the sounds will fade out VERY near the source.
While this is not really a problem I don’t think it’s very logical and it certainly isn’t clear from the docs that you have to do it. Shouldn’t the rolloff factor STILL be 1 if I want realistic rolloff – nomatter what scale I use?
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