How to make sound source NOT to travel between left/right (front, back …) channels depending on listener view vector?
I need sound just to have only attenuation based on distance.
There is function set3DPanLevel, it’s seems to be what i need, but its turn of both things – left/right channels and distance attenuation.
So maybe there is a function that turn of just listener view vector dependence?
- larik asked 7 years ago
[quote="icuurd12b42":9aiiocdt]I have this in my setup…
Is it work like opengl pipeline? Like this:
Set3DListenerAttributes ( … )
PlaySound that needs only distance attenuation
Set3DListenerAttributes ( normal params )
PlaySound all other sounds
If its works then it will be great!
[quote="JoseCastro":9aiiocdt]Have you tried setting FMOD_SPEAKERMODE to FMOD_SPEAKERMODE_MONO?
Is 3D sound will continue working?
Anyway, i do my hack on this. Just play 2D sound, but increase or decrease channel volume based on min max distance of sound source point. It works, but i think there is a native way to do this
Some examples where this thing needed:
– ocean waves and its noise. You cant just put 3D source point, because if camera view turn away from source you can hear sound on back speakers, or left or else. This type of sound need to be hear everywere on every speaker, and its make silent when camera go away.
– i want to put some ghost whisper around castle, this thing also need to play on every speaker irrespective of camera view vector.
- larik answered 7 years ago
Mine sets if for all channels. If you dont want atenuation on ALL your playing channels, that is you want to have sounds with regular 3d and other with only atenuation, use Channel::Set3DPanLevel with level = 0 on the channels with only atenuation.
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