Attenuation only without panning

Hello,

I am trying to setup a spatialized event that has specific qualities

The minimum and maximum distance of attenuation are controlled by parameter

The Spatialization only effects the volume of the event, there is no panning

Unfortunately, 2DPanMix dry/wet disables the attenuation as well as the panning

If my minimum and maximum distances were not dynamic, I could easily solve this by using the inbuilt Distance parameter, but that is not an option

I also tried forcing the panning away by making the signal out of the spatializer mono, but that ruins the stereo panning present in my sample,

Any tips on this would be greatly appreciated

There is a different route we can take on the game side to solve this,

Namely, testing if our player controller is within the volumes of the events, and controlling the parameters from a single actor in the game.

I am still curious if this can be achieved in FMOD alone, let me know if you think its possible

Hi,

You should be able to achieve attenuation without panning by setting the “Envelopment” setting on the FMOD Spatializer to “User”, and then setting the “Min Extent” to 360 degrees. This should functionally disable panning for the spatializer, while still allowing you to tweak the min/max distances with automation.

Hi Leah,

I can’t believe I missed that feature the dial was right there!

I am still hearing some amount of panning or difference in the sound as I move around the origin of the sound, even when the minimum distance of the sound is quite large.

This might have to do with our project using the atmoky plugin listener, the HRTF stuff going on might be messing with the frequency of the event, or something like that.

Thanks for pointing out the obvious with that feature!

That does sound likely.

If you don’t actually want any panning or HRTF processing from the atmoky plugin at all for this particular event, instead of using a spatializer you could create a parameter for your event of the type “Built In: Distance”, and use it to automate a fader. This will cause attenuation to be based on whatever curve you set for the distance parameter to automate using. Built-in parameters are automatically calculated based on the event instance’s 3D attributes, so the workflow on the API side would be the same as using a spatializer.