I am creating a racing game, I am having a few problems with my network car sounds. They are only being audible when quite close (perhaps 10-15m). When I can start to hear the sounds they are quite loud already (rather than smoothly ramping up volume from a further distance.
I suspect it is using all the "real" channels for the player car, but i’m not sure. I am mixing a number of engine sounds depending on what RPM and throttle is being used.
There should only be 2 engine sounds, 2 transmission sounds, a wind noise + up to 4 wheels squealing, so i think that should be a max of 9 channels being used by the player car (leaving plenty for any network car that drives by).
I called getChannelsPlaying and it returns 39 (oddly) for a single car. I assume this includes virtual channels? I still don’t think it should add up to 39, but i will check.
Things I’ve tried: –
- initing with FMOD_INIT_VOL0_BECOMES_VIRTUAL as the unused engine sounds should have a zero volume
- fmodSound->set3DMinMaxDistance(20,10000); in order that the network car is loud enough
Can anyone think of what I could be doing wrong in this case?
Thanks for your help
All the best,
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