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I’m having an issue with set3DPanLevel. I’ve got a loop over all active channels to set occlusion and pan level. Setting occlusion is effective, but the calls to set3dPanLevel(0.0) at the same place seem to have no effect. I still get panning from putting the sound on my left / right. Does set3DPanLevel interact with other features in a way that would disable it? What should I be looking at to diagnose this?

I’m primarily using the event api via C#, version 4.42.01. I’ve got a working integration other than this one feature. The sounds I’m testing with are played via an event created in designer.

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Also probably relevant is that I’m on the PC.

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I’ve upgraded to 4.44.06 with the same effect.

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Setting this on the event via setPropertyByIndex on FMOD_EVENTPROPERTY_3D_PANLEVEL works. I guess the event is overriding whatever I set onto the channel it owns. I tried applying to the channel before / after the event updates, but couldn’t find a spot that would take setting it by channel. Either way, this solution works for me for now. Thanks for the help (got the tip via email).

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[quote="Primitive":3c70m6km]Setting this on the event via setPropertyByIndex on FMOD_EVENTPROPERTY_3D_PANLEVEL works. I guess the event is overriding whatever I set onto the channel it owns. I tried applying to the channel before / after the event updates, but couldn’t find a spot that would take setting it by channel. Either way, this solution works for me for now. Thanks for the help (got the tip via email).[/quote:3c70m6km]

Thanks for sending out the update! I am running into the same problem and the same solution works for me, but it’s not ideal. By any chance, do you know what it was that you were setting on the event that overrode it in the channel (3D Pan Level?) Is there no way to use set3DPanLevel on a channel owned by a 3D event?

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Hi Anna,
Currently an event will constantly set its properties based on the event settings – for each channel that plays in the event.
It seems like the simplest way to update the 3d pan level is to use the event property setting as was found earlier. Is there a reason this is not worth using? Is it because you want a particular channel to have a modifiable 3d pan setting and not others?

Would it be simpler to add a 3d pan level effect to the layer in the event editor UI, for that channel only, rather than doing it in code?

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Ah, gotcha. Thanks, Brett!

We were doing a pass on all the channels instead of the event instances, because our codebase does a mix of FMOD Ex and Designer.

I was trying to get near 2D blend working and it wouldn’t budge, because the event would reset the 3D panning value set on the channel. I’ll have to just refactor to hit the event instances too with the property setting.

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