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Hi everyone,

I was just curious if anyone on these boards has any experience using FMOD within the Hero Blade engine, and if so, wouldn’t mind sharing some pointers (specifically with 2D and 3D nodes). I am running into quite a few issues with my builds working correctly within the engine. Any and all help is much appreciated.

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Hi Mental Goat, welcome to the FMOD Forums.

The FMOD integration into Hero engine is maintained by the Hero guys, so I’m not familiar with their engine or how they have integrated FMOD. I found a couple of resources relating to it here:
http://hewiki.heroengine.com/wiki/Audio_tools
http://community.heroengine.com/forums/ … 641.0.html

If you have a specific questions about some FMOD functions I can probably help you out, otherwise you might have to explain the context for any questions as I have not seen the code.

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Thank you, Peter.

I’ve been in contact with the Hero guys and all over their wiki and forums, and not really getting much help with my issue. I just wanted to come by here and see if any other FMOD users were trying it out and if they had any workarounds/tips for some issues.

From what I can tell, Hero hasn’t implemented full support of the FMOD system, only partial (i.e. they don’t support the Interactive Music feature). The way my team is building audio is as nodes placed within the game world. For the music tracks, we have to build them as either Simple Events, or Multi-Track Events. For environmental SFX, we’re building them as 3D Simple Events; however, it seems like the min/max distance isn’t calculating within the engine correctly, or not at all. They play correctly when auditioning and in the Event Player, but a in Hero they play across the entire zone.

I understand that this is an issue with Hero, and not FMOD, and therefore I expect to not get much, if any, help on these boards, but I wanted to give it a try.

And thank you for the welcome. I plan on sticking around. I’m really impressed with the FMOD system and it’s capabilities, and can’t wait to be able to experience all the features.

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[quote:m6zkknvu]it seems like the min/max distance isn’t calculating within the engine correctly, or not at all. They play correctly when auditioning and in the Event Player, but a in Hero they play across the entire zone. [/quote:m6zkknvu]

If 3D events have panning but no attenuation, then it might be a case of the wrong units. For example if you have a world that is 100×100 and a mindistance of 1000 then it will be audible everywhere. Similarly if you have a world size that is very large, and a very small max distance, AND you’re using the "inverse" (known as "logarithmic" in older versions) rolloff it will be audible everywhere. The inverse rolloff method does not attenuate to silence at max distance, it’s kind of a weird one.

If you’re hearing no change in panning or attenuation then it could be that the 3D positions are not getting passed through to FMOD. Do a search in the code for "set3DAttributes" and "set3DListenerAttributes", both the events and the listener should have their position updated every frame.

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[quote="peter":1qnaklam]Similarly if you have a world size that is very large, and a very small max distance, AND you’re using the "inverse" (known as "logarithmic" in older versions) rolloff it will be audible everywhere. The inverse rolloff method does not attenuate to silence at max distance, it’s kind of a weird one.[/quote:1qnaklam]
Yeah, when using "Inverse" 3D Rolloff, "3D Min Distance" determines the rate of attenuation over distance, and "3D Max Distance" is the distance at which the sound stops attenuating. As a result, setting a very large 3D Max Distance will actually cause sounds to attenuate more, which is somewhat counterintuitive if you expected a different rolloff mode.

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