We’re working on a 2D (top-down) game and want to place sounds in the world that are positional (only in that they get quiet/loud based on your distance). So far, I’ve been using FMOD_Studio_System_SetListenerAttributes and FMOD_Studio_EventInstance_Set3DAttributes and it “kind of works”, but the fall off curves seem wrong. I’ve been setting the Z cord to 0 to simulate 2D, but I’m not sure what to do about FMOD_3D_ATTRIBUTES.forward and FMOD_3D_ATTRIBUTES.up and how min/max distance or SoundSize affect any of this in 2D.
I tried using a distance parameter but that requires me to keep track of all the sounds and apply the distance parms on each one rather than letter FMOD handle all of this.
I’m starting to wonder if I’m going about this all wrong and there is an easier way.