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Is it possible to position one channel in a particular position (e.g. Left channel in [-1,0,0]), and the other in another position? (e.g. Right channel in [+1,0,0])

I’ve seen that is possible to specify a particular angle between the two, but I want to treat them like real speakers, with their position fixed.

What I want is to create a room, position the speakers in a particular place (one in one place and the other in another) and then walk inside, going near the left speaker, going in the middle, rotating my head and so on. More ore less as I can do in a real environment.

Is it possible to have some code example?

Thank you!

Delle

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[quote:21snqx3t]
if you have a stereo sound, try Channel::set3DSpread.
[/quote:21snqx3t]

With "set3DSpread" I can only define an angle in the coordinate system of the "floor plane". It is no possible to place the two speaker in a general position.

In particular I cannot set the distance between the two speaker, If I define an angle of 180, I can place my virtual head in the middle, but I cannot move near the left speaker or near the right.

What I’m looking for is something like this:

1) Create a sound object (stereo sound)
2) Create a channel "paused" associated with the left channel of the stereo sound, locate it in a particular position
3) Create a channel "paused" associated with the right channel of the stereo sound, locate it in a particular position (different)
4) "unpause" the two channels

Thank you.

Delle

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edit: I’m dumb, looks like setSpeakerLevels doesn’t work in 3D… although it should. 😛

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You’re talking about 2 seperate positions, it sounds to me like you should be using 2 mono sources, what you’re trying to do doesnt really make sense. Why bother making it a stereo sound just to treat it as if it was 2 mono channels?

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[quote="brett":zt1vq840]You’re talking about 2 seperate positions, it sounds to me like you should be using 2 mono sources, what you’re trying to do doesnt really make sense. Why bother making it a stereo sound just to treat it as if it was 2 mono channels?[/quote:zt1vq840]

Something just clicked in my brain. I think he wants to be able to independantly move the left and right channel (Old school channel, not FMOD channels) of a sound arround the speakers for some odd effect.

You could split the stereo sound into 2 mono sounds and play them at the same time using 2 FMOD channels, Moving each mono sound instances (FMOD Channels) arround using Spread/pan/position or speakermix of boths instances and when done with the effect you set the Spread/pan/position or speakermix so the 2 mono sounds plays as they would if ithey were a single stereo sound.

Does that sound right? No pun intended!

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[quote:lmyv6zx4]
Something just clicked in my brain. I think he wants to be able to independantly move the left and right channel (Old school channel, not FMOD channels) of a sound arround the speakers for some odd effect.

You could split the stereo sound into 2 mono sounds and play them at the same time using 2 FMOD channels, Moving each mono sound instances (FMOD Channels) arround using Spread/pan/position or speakermix of boths instances and when done with the effect you set the Spread/pan/position or speakermix so the 2 mono sounds plays as they would if ithey were a single stereo sound.
[/quote:lmyv6zx4]

Yes, this is what I want to do, create e 3d Room (in OpenGL) with a couple of Speakers, Left & Right, (in 3D) with the ability (for the user) of mooving the two speaker in different positions, play an mp3 and listen the difference.

For example watch this animation created with my program:

Now I want to add sounds (e.g. an Hifi set). So I want to simulate the behaviour or real speaker (positioned in a particular position) and play with this "virtual hifi set" a generic mp3 (loaded from the HD)

Question: Can I create two mono sound from a single mp3 stereo sound "on the fly" or I have to create two different tracks (L & R) "offline" ?

Thank you.

Delle

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[quote="delle69":1dyfufqx][quote:1dyfufqx]
Something just clicked in my brain. I think he wants to be able to independantly move the left and right channel (Old school channel, not FMOD channels) of a sound arround the speakers for some odd effect.

You could split the stereo sound into 2 mono sounds and play them at the same time using 2 FMOD channels, Moving each mono sound instances (FMOD Channels) arround using Spread/pan/position or speakermix of boths instances and when done with the effect you set the Spread/pan/position or speakermix so the 2 mono sounds plays as they would if ithey were a single stereo sound.
[/quote:1dyfufqx]

Yes, this is what I want to do, create e 3d Room (in OpenGL) with a couple of Speakers, Left & Right, (in 3D) with the ability (for the user) of mooving the two speaker in different positions, play an mp3 and listen the difference.

For example watch this animation created with my program:

Now I want to add sounds (e.g. an Hifi set). So I want to simulate the behaviour or real speaker (positioned in a particular position) and play with this "virtual hifi set" a generic mp3 (loaded from the HD)

Question: Can I create two mono sound from a single mp3 stereo sound "on the fly" or I have to create two different tracks (L & R) "offline" ?

Thank you.

Delle[/quote:1dyfufqx]

I think you found a genuine need there.

If it was possible to move each wave channel of a sound and set them to individual fmod channels…

Possibly the ability to mute a sound audio channel, so you could instanciate 2 FMOD channels with the same sound and mute the left audio channel for one and the right audio channel for the other… that would provide a solution easilly implementatble in the FMOD system

Right now, I see no other solution than making 2 mp3 files.

Perhaps there is a DSP in there that could be set to mute the left or right audio channel of the sound.

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[quote:2frmbkh9]
… that would provide a solution easilly implementatble in the FMOD system
[/quote:2frmbkh9]

I agree with you.

A. Delle

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You could always use a couple of dsp’s, one that feeds the L and R channels in, into another that plays the sound at position?

Create a sound at position 1 and another at position 2.

Add the ‘player’ dsp to these sounds. (or use user created sound?).

Play a 2d sound (mp3 track) and add the ‘feeder’ dsp to the front of the chain.

In the feeder dsp, split the inputs to feed the L and R channel’s.

That could work, maybe ?

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At the moment the solution i would recommend is to split the file into 2 mono files and play them seperately, then you can use an xyz for each speaker.
Otherwise we’d have to add some nasty function like Channel::setSubChannel3DOffset(deltavector) and you would have to increase the memory to store multiple position vectors for a channel.

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I would recommend trying to use Channel::setSpeakerLevels()

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[quote:2nx9t2xp]
Otherwise we’d have to add some nasty function like Channel::setSubChannel3DOffset(deltavector) and you would have to increase the memory to store multiple position vectors for a channel.
[/quote:2nx9t2xp]

This is exactly what i was looking for when I’ve tried to create my demo (simulate an HiFi set in a 3D room)

Any chance to see it in a future release of fmod?

Thank you

A. Delle

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if you have a stereo sound, try Channel::set3DSpread.

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[quote="delle69":1hx5ckf6][quote:1hx5ckf6]
Otherwise we’d have to add some nasty function like Channel::setSubChannel3DOffset(deltavector) and you would have to increase the memory to store multiple position vectors for a channel.
[/quote:1hx5ckf6]

This is exactly what i was looking for when I’ve tried to create my demo (simulate an HiFi set in a 3D room)

Any chance to see it in a future release of fmod?

Thank you

A. Delle[/quote:1hx5ckf6]

No it is unlikely because its not a common usage, you should split your sound into 2 parts and position them using 2 channels.

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