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I have situations where a sound source and the listener are almost directly atop one another and moving about together. At times, the listener position and orientation can rapidly change in small amounts, causing the sound source to be heard rapidly bouncing back and forth between the L/R channels. The change in listener position is intended, but the stereo bouncing is something I’d like to avoid.

Is there a way to set up a sort of “dead zone” in a certain distance around the sound in which it is always heard equally loudly in both stereo channels? Or is there another way to accomplish what I am looking for?

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It looks like this can be achieved by using Channel::set3DPanLevel, passing it a value inversely proportional to the listener’s proximity to the source.

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