I am having a problem with the 3D positioning of events that use oneshot sounds. It seems that when such an event is played, updating the 3D position of the event does not effect the position the oneshot sound is played at.
If the character is not moving then the event plays at a constant level. However if the character is on the move then the sound plays at the original location and you can hear it get quieter as the character moves away.
In my code the listener and the event are alwys at identical positions and I have verified that this is the case.
Is this intentional behaviour or is it possible that I am misinterprating something about the way in which oneshot sounds are handled by the event system.
I am using the latest versions of FMOD EX and designer.
- deighvyd asked 12 years ago
I haven’t been able to test this myself, but I think it depends on whether the Event’s “3D Position” variable has been set to “World Relative” or “Head Relative”.
I reckon, if the sound is World Relative, the sounds are attached to the world and remain in the position they are initially played at. And if the sound is Head Relative, it follows the object that emitted the sound.
Yes that is correct but it not the problem that I am having.
All my events are world relative and I update their position every frame. This works fine for looping sounds however for oneshot sounds the updated positions are ignored until the next time the event is triggered.
If I was to make the events head relative then the sounds for other characters in the game (those without a listener attatched) would be wrong or I would need to calculate the positions of other characters in the world in relation to the character with the listener. This is not ideal since I already have all the coordinates for a world relative system
Thanks for your input to the problem though.
- deighvyd answered 12 years ago
deighvyd, that’ll be fixed in the next release which will be in the next day or so.
Skaven, head relative means a sound’s position is relative to the listener i.e. if the listener moves then head relative sounds move with it. World relative sounds aren’t affected by the listener’s position but they do move around the world with the object that emitted them.
world relative = barking dog running free – could run anywhere
head relative = barking dog on a leash – it always follows the owner
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