Is it possible to randomise the 3D position of a sound.
to clarify with a real world example: if I wanted to make a park sound ambience and wanted to localise the bird sounds so that they trigger from random position around the player.
Is this possble? if so how would I go about it?
Thank in advance redSonic
- redSonic asked 12 years ago
I have tested this and it seems to be that if you use the panning to give a sound a random location then that sound is then located as Head relative and not game relative. This is not what I was looking for.
What I am trying to create is a sound that is randomly located in the game relative 3d space. I know that usually 3d sounds have to have an actual x/y/z location in game, but is it possible to generate these locations randomly, or alternatively create a 2d event that gives the illusion of of this, (like what brett surgested), but make it game relative.
i can hear what you’re trying to accomplish.
random world positioning of mono sound events, that get placed at a point in 3d space and stay positioned while the listener continues to move. (or not)
you would get the same effect placing a looping sound emitter in 3d space, although obviosly not randomly positioned.
that said, i do think there is something to the functionality of this idea specificallly for ambient one shots…but it might be better handled through some programming wizardry.
(i.e. randomly place sound event in 3d space in front of listener at max distance of event, attach it there and loop it until it leaves max distance then release.)
i like this line of thinking though.
- lostchocolatelab answered 12 years ago
yes thats the idea!
I think that it is pretty much imposible to do with just FMOD, so I guess that some kind programming wizadry is needed.
However I also think that a system like this would add alot to a sound ambience and would make a nice addition to FMOD!
…impossible to do with just FMOD? i do not think so… it actually think it is a very good and needed feature;
is it not the idea of FMOD (designer) to give control to the sound designer…?
here are some possible way i see the feature used:
(explosion) particles / debris
3D rain / wind / horror elements
also random limits or regions to limit/control the area
[quote="brett":1lc0tzjx]We’ll look at adding this when we get back from GDC[/quote:1lc0tzjx]
nice brett… thank you (have fun @ GDC)
i think this is a important sound designer thing and not to be left in the heads of the programmers.
also the region idea would make this even more useful.
Depending on your toolset, you could place sound nodes in a world and have scattered triggers that select and call random nodes. The events attached to those nodes could have a variable probability of playback. This might be a viable hack until the feature is built into FMOD. Good luck!
- Adam Smith-Kipnis answered 12 years ago
in that case, is it actually 3d? If so i could only recommend the programmer offsetting the 3d location, because if the programmer said he wanted the event at x/y/z and it in fact came out somewhere else he might consider it a bug.
If it was a 2d event and the panning was coming out of random places that would make more sense. You could possibly do that with pan envelopes then have the programmer set the parameter to a random position each time it is started.
Add CRI Audio to the list of tools that does this too. 😉
I think that as long as we could have the ability to specify max and mix radii concerning where these voices would be randomly dropped in relation to an event coordinate, this would be very useful.
Ideally, the max/min random radii would be specified in the sound definition properties, thus allowing us to create volumetric soundscapes (an event containing both static positional voices and randomly places positional voices).
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