I have a 3d event that I would like to draw the players attention to by sending it to the LFE when the player is too far away to hear the full range sound. As the player gets close I would like the LFE to return to it’s ‘normal’ volume.

Can anyone suggest a way to do this?

I expect there is probably a very straight forward way to do this, I just can not think of it at the moment.



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Direct manipulation of the LFE channel in a 3D event is not possible in Designer. I’m not sure it is really desirable to do so anyway, as the solution will be very configuration dependent.

  • Those without the LFE will lose the sound
  • Subs are rarely well calibrated in level
  • Whilst the sub is considered omni directional, it can mess with the positional panning.

I think a low pass filter (and perhaps well placed parameter EQ boost) would achieve the distant low end rumble effect you are going for.

If you do want to experient with the sub-only idea, try a 2D/3D pan morph. For example:

  • Set the event’s 2D pan as all full ranges channels to -60dB and the LFE to 0.

  • Add a distance parameter

  • Set up the effect curve (3D level) to use more 2D pan as the distance is increased.


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I agree with all of your points apart from the bit about it being desirable. Yes, lots of people don’t have a sub, and lots of people have them set-up incorrectly, but catering for the lowest common denominator is never a reason not to do try something, especially in this instance.

Obviously the difficulty in locating the position of LFE sounds is another consideration, but again, as this is not a critical path sound, I don’t see that this matters n this instance.

We tried the 2d/3d pan morph example as our initial idea, but the LFE volume cannot be altered as the player approaches the sound. I.e. if the LFE is set to -10 then it remains at -10 as you get close.

It looks like I’m going to have another event/cue that is routed to the LFE that cross fades in and out over the required distance.

Thanks for your help with this.


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Don’t get me wrong, when working, the LFE rumbling for distant sounds would sound great and really add an extra dimension to the audio environment. I just thought I would mention possible drawbacks, though it sounds like you have already considered them.

The second event, is a good idea for a workaround at the moment. Perhaps a ‘feature request’ to make this more straight forward.

Perhaps a ‘feature request’ of able to use a combination of the surround pan effect (with envelope curves) and the 2D/3D pan would allow you to do what you need?

Your thoughts?

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Thanks Templar,

I guess it’s difficult for me to explain exactly why it would be approriate in this particular instance without discloing too much about the project. Thanks for the advice though.

I guess that feature request would do it, however maybe just a simple ‘send to LFE’ effect that we could use over distance would do the trick?

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I’ve been putting some thought into this case and found a cool dynamic 2D positioning trick for 3D events! I had to hack around some around some of the validation in the GUI, so this is [b:3t5vzi4c]purely experimental[/b:3t5vzi4c]!!

Anyhow, you might like to test this out, and see how it works. I’m not sure the LFE is working as an discrete channel but technique works for other panning.

If people think it is worthwhile, I’ll put the tutorial up on the wiki and have the GUI issues dealt with 😉

This tutorial demonstrates how the 2D surround effect can be used on 3D effects via a 2D / 3D morph (3D pan level).
Our test case produces a LFE boost to sounds as they move away from the listener.

  1. Add an event
  2. Set the 2D position values to:

    2D Speaker L = -60
    2D Speaker C = -60
    2D Speaker R = -60
    2D Speaker LR = -60
    2D Speaker RR = -60
    2D Speaker LS = -60
    2D Speaker RS = -60
    2D Speaker LFE = -10

  3. Set the event mode to 3D

  4. Set the 3D rolloff to ‘custom’
  5. Doublie-click on the event to open it in the Event Editor
  6. Add a 3D distance parameter, set the minimum to 0 and the maximum to 100 (or whatever is appropriate)
  7. Add a 3D pan effect.
  8. Click on the Event Tab
  9. Set the event mode to 2D
  10. Doublie-click on the event to open it in the Event Editor
  11. Add a Surround Pan effect
  12. Click on the Event Tab
  13. Set the event mode back to 3D
  14. Draw the effect envelope curve so that when the pan morph to 2D, the surround pan curves are active.

In this case as the distance increases (around 60 metres), the value of the 3D pan morph drop (morphing into 2D).

Also as the distance increases (around 60 metres), the value of the LFE send envelope is increased.

  1. Start auditioning using the 3D Audition tool, as the distance increases you should:
    (a) see the distance parameter move
    (b) hear the change from the 3D positioning to the 2D Positioning (LFE)

  2. At this point, you’ll require volume attentuation you should add a volume effect and envelope.

  3. It would probably sound better if you also added a Low Pass Filter effect and envelope to shape the frequencies as the sound pans to the sub.[list:3t5vzi4c][/list:u:3t5vzi4c]

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