The reference guide content for the 3D randomization will available with the next release (which I imagine will be available early next week).
I’ll try to also add a tutorial project for setting and auditioning the 3D randomization in the same release.
The reference guide and tutorial project will be great.
What about the other limitations I mentioned (inability to set randomization for 2D sounds and changing position each time a sound is spawned)? If those limitations are indeed true consider this a feature request/update.
The tutorial won’t be available in the next manual release, but the entire tutorial chapter will be getting a significant update (complete with source audio) in an upcoming release.
The reference guide will be getting the following update:
3D Position Randomization [3D events only]
This property specifies a range of positional deviation of a 3D event. Specified as a radius, this randomization can be imagined as a sphere surrounding the event instance in 3D space, representing the area in which the instance may appear.
To audition the feature, the project must be built and the event triggered in game or using a tool such as FMOD event player. In some circumstances, where the listener’s position is far from the event or the amount of randomization is is small, changes to the event’s 3D position may not create a change in the listener’s surround sound panning.
Your request for a 2D random panning has been noted, and I’ll add it to the feature request thread to make sure it isn’t lost!
OK, so I’ve played with the 3D randomization and still don’t get it. Any description in the manual would be really helpful.
Here is what I’ve found.
No matter what angle I chose for randomization, the panning doesn’t change. Unless I’m doing something wrong (very much possible due to the lack of documentation) I don’t hear events being effected by this feature.
I find it very limiting that it only works with 3D sounds. Here is an example, instead of placing a bunch of emitters in the world in certain areas, you could have one 2D event that plays ambient elements randomly placed in surround field.
Also, what I was hoping this feature would do is to pick a random position every time a sound file is spawned. Correct me if I’m wrong but right now the event would have to be re-triggered to get a new position.
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