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Hello,

I haven’t been working with FMod for long but I’ve been experimenting with inverse, linear, and custom rolloff for playing my 3D sounds. I’ve been wondering about using linear square rolloff but the docs don’t really describe what the expected behavior should be.

I only need a quick explanation of the expected behavior and any help is welcome!

Thanks

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FMOD_3D_LINEARROLLOFF is [i:3doz5c10]((max_distance – distance) / (max_distance – min_distance))[/i:3doz5c10], and FMOD_3D_LINEARSQUAREROLLOFF is the same formula but then the result is squared.

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