I’m pretty new to FMOD, so I feel like maybe I have missed a step when using the 3D object panner. I am doing a VR instalment and tried a simple test with a few of the spatializer. Firstly, I tried just the FMOD 3D Panner as a reference. When I then changed the event to use the 3d Object Panner and put this new event into Unity, it sounded the same. For example, when I had the omitting sound object directly behind me, it sounded as though it was right in front (which is also what it was doing with the 3D Panner). I couldn’t tell the difference between the two. Is there some C# code I am meant to use when using the 3D Object Panner?
I also then tried the Oculus spatializer and this worked exactly how I needed. However, this instalment (game) is going to be on a few different platforms, so I would like to use something that can work for Android and Vive too (And that doesn’t have combing issues).
Using:
FMOD Studio 1.08.03
Unity 5