I’m currently trying out the 3d pan level effect and can’t figure out how to make it work. In the game we have a creature that comes in and out the scene eventually and what I’m trying to do, is to have a musical cue attached to it, in a way that when it’s far away you’ll only hear the cue in mono, and when it’s close to the players the cue is spread and takes up the whole stereo field. For this I put the 3d pan level effect on the single layer I’m using, put max value at min distance and min value at max distance. The 3d position is world relative, 3d max and min distance are 50 and 100, respectively.
This way, what happens, is that the music fades away very close to the creature (not like other sounds with 100 max distance) and when I’m right next to it, the cue is still mono. When I invert the 3d pan level curve, the music is constantly stereo. I take from that, that the curve isn’t recognized, and that it’s probably due to some other parameter I’m using the wrong way, but I don’t know which one/s.
Any ideas? Thanks in advance,
- bluesmornik asked 4 years ago
The values of your event’s distance parameter needs to correspond to the distance units used in your game. These can vary hugely in length. Many engines use real-world units such as feet or meters, but other engines use arbitrary or engine-specific units to measure distances ([url:21ne86nt]http://wiki.beyondunreal.com/Unreal_Unit[/url:21ne86nt], for example) – and even if the units used in an engine are named after real-world units, their actual real-world length is dependent on the scale of objects and locations in each game.
In FMOD, ‘Min Distance’ is the radius around a sound instance within which the sound is not attenuated. Once the listener moves outside that radius, the volume gradually drops off until the ‘Max Distance’ is reached, at which point the event stops attenuating. Generally, this means the event falls silent, though there are exceptions.
3D sounds, like 3D models, need to be scaled appropriately for the game they’re to be included in. Therefore, the precise values of Min Distance, Max Distance, and the points at which 3D Pan Level are 1 and 0 are dependent on what the event needs and what is appropriate for your game: The event should have an 3D Pan Level of 0 at close distances (where the event should ‘come from everywhere’), a 3D Pan Level of 1 at far distances (where the event should ‘come from over there’), and a max distance as large as or larger than the farthest distance at which the event should be audible. All distances are measured in your game’s distance units.
(I made an error in my previous post, and transposed the ideal values of the 3D Pan Level effect and min and max distance. Sorry for any confusion caused.)
Thanks for the thorough explanation! The values I’m using on the pan level fx acutally correspond to the min and max distance values that I use on most sounds in the game, but it still won’t work. Unfortunately, right now I have to work on something else and I can’t test the effect properly, but I’ll get back to it in a few days and will concentrate on getting it to work the way you described.
The purpose of the 3D Pan Level effect is to cause a sound to switch between using 2D speaker levels – which is to say, the levels specified in the event’s property sheet – and 3D speaker levels, which are based on the distance and direction of the emitter from the listener in your game’s 3D world. The set-up you’ve described should mean that you can hear which direction the monster’s coming from when it’s at close range, but that it seems to be everywhere when you are far away from it.
It sounds, however – and forgive me if I’m wrong – that you expect the 3D Pan Level to spread the sound across all speaker channels when at max value. If this is the case, I suspect you might have confused it with the ‘3D Speaker Spread’ effect, which does do what you’ve described.
If that advice doesn’t help, I suggest you send a description of your problem to firstname.lastname@example.org, along with the version of Designer that you’re using and (if possible) a copy of your .fdp for us to inspect.
Sorry, I actually meant the opposite of that. When the monster is far away, you should hear the music inside the world as a positional sound, a 3d event. When the monster is at your feet, the music should open up, turning into stereo. From the manual I take, that this should be achieved with the 3d pan level fx: "This property specifies a crossfade between the static 2D speaker levels (0) and the 3D automatic panning (1)."
I tried it with the 3d speaker spread fx, but the sound just stays stereo.
In the setup you have described, the event should behave like so:
At min distance, the event uses 3D panning, meaning that the direction from which the sound comes is discernible.
At max distance, the event uses 2D panning, meaning that the direction which the sound comes from has no effect on speaker levels, instead being based on the 2D speaker levels listed in the event’s property sheet.
However, you have said that you want the sound to be directional when at max distance and to come from no particular direction at min distance. If this is what you want, you will need to reverse the curve so that the 3D Pan Level effect is at 1 at min distance and 0 at max distance.
You’ve said that the sound ‘stays stereo’ when you do this, but I’m not sure what you mean: What speaker setup are you using, and what channels do you expect the sound to play on? Oh, and what 2D speaker levels have you set for the event?
Sorry, I think I mixed something up. What I want, is exactly what you described: [quote:3npelz2f]the sound to be directional when at max distance and to come from no particular direction at min distance. If this is what you want, you will need to reverse the curve so that the 3D Pan Level effect is at 1 at min distance and 0 at max distance[/quote:3npelz2f]
Ok, so right now the curve is at 1 at distance 0, and at 0 at distance 1.000. Do the distance values on the parameter have to correspond with 3d max and min distance?
The 3d pan level value on the event properties list is at 1. 2D speaker L and R are at 0, C at -60.
I misinterpreted the 3d speaker spread function, so nevermind the "stays stereo".
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