StOneDOes Posted February 26 Share 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 Link to comment Share on other sites More sharing options...
Solution Josh Posted February 26 Solution Share 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. Link to comment Share on other sites More sharing options...
Josh Posted February 26 Share 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. Link to comment Share on other sites More sharing options...
StOneDOes Posted February 26 Author Share Posted February 26 Yes it was, thank you. 1 Quote Link to comment Share on other sites More sharing options...
StOneDOes Posted Sunday at 09:16 AM Author Share Posted Sunday at 09:16 AM @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 Link to comment Share on other sites More sharing options...
Dreikblack Posted Sunday at 09:42 AM Share Posted Sunday at 09:42 AM 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 Link to comment Share on other sites More sharing options...
Josh Posted Sunday at 03:08 PM Share Posted Sunday at 03:08 PM 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. Link to comment Share on other sites More sharing options...
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