StOneDOes Posted February 26 Posted February 26 Using Entity::EmitSound() I am not hearing the sound as a 3D spatial sound - it is very weighted to my left ear, no matter which direction I face, or how close to the entity playing the sound I am. Is there something I could be doing wrong? Essentially my component that is attached to an entity in the world calls GetEntity()->EmitSound( .... ). Tested on latest dev branch. Quote
Solution Josh Posted February 26 Solution Posted February 26 Did you call Listen() on the camera you want to act as the listener? 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without.
Josh Posted February 26 Posted February 26 @StOneDOes Was that the problem? Quote My job is to make tools you love, with the features you want, and performance you can't live without.
StOneDOes Posted March 9 Author Posted March 9 @Joshso while that fixes emitted sounds, it appears to break standard sounds that are just played by calling the Play() function. Its like as though my camera has now spatialized a sound that should be heard directly by the player, such as weapon reload. If I reload my gun, I can hear it mostly in my left ear, and then as I turn my player around I can hear it in the other ear. Is there something else here I have missed? Quote
Dreikblack Posted March 9 Posted March 9 You can play sound like that without Entity::EmitSound https://www.ultraengine.com/learn/CreateSpeaker?lang=cpp Another option i think is speaker->SetSpatialization(false); 1 Quote
Josh Posted March 9 Posted March 9 5 hours ago, Dreikblack said: Another option i think is speaker->SetSpatialization(false); By default, mono sounds are spatialized and stereo are not. You can override this behavior with this command. Quote My job is to make tools you love, with the features you want, and performance you can't live without.
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