Positional sound effects, easy approach?

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1 comment, last by cozzie 10 years, 3 months ago
Hi all,

Say you have a 3d scene where on x1 y2 z3 a fan is located, and I add a sound effect to it. My easy approach would be to set the volume to 1.0 if the camera is at 1,2,3 and calculate the volume when the camera is further away, till for example the distance is 4meter, volume is 0 and the sound is not longer played.

I use fmod in my engine and this approach is a walk in the park, accepting that it's not 100% accurate, because objects in between the camera and fan possibly absorb sound.

Just curious what your thoughts are on this and/or how would you do this. Are there known methods how to handle this, tutorials maybe.

Any input is appreciated.

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FMOD already has methods to handle 3D sounds (Channel::set3DAttributes, System::set3DListenerAttributes) and occlusion (System::createGeometry).

Thanks, I'm gonna look into it.
Another big advantage (from what I've read so far) on this approach, is that the heading of the player is also taken into account, not only the distance to the sound. Not to mention left/right the right channel

Crealysm game & engine development: http://www.crealysm.com

Looking for a passionate, disciplined and structured producer? PM me

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