I am trying to play 2D FMOD Studio Events via the FMOD API/FMOD Studio API. I need to be able to:
-Play studio events
-Have sound played reflect the position of the sound played, as well as the player’s current position (surround sound)
-Support multiple sounds playing at the same time/mixing together
We have a C# wrapper available either in our Unity Integration or in the API download. It is made to be a direct wrapper for our LowLevel and Studio API’s, allowing you to use them in the same way you would in C++.
We also have examples included in our API downloads, these are in C++ but they can give you an understanding of the workflow. Our documentation includes C++, C, C# and JavaScript syntax for all functions.
Sorry for the late response, life got busy: I realize this, have been utilizing them, and have even managed to use FMOD for playing normal sound events. Now however, I am trying to play this sound events in a 2D fashion. I have made several attempts at using a “listener”, or an “object spatializer”, but to no avail. Are there any tutorials, code samples, or resources that cover exactly what I am trying to do?
I have searched the internet thoroughly, but could not find any code examples to learn from that use both FMOD events, AND a method of playing the sound at a particular position in 2D.
Oh, I didn’t know that 2D sound referred to that. I figured it just meant sound with an X & Y position. I’ll have a go at adapting some of the tutorials/samples that I skipped over as I thought they were for 3D only, not positioning with an X & Y. Thanks!
The forward and up vectors must be of unit length (1).
eg.
atts.forward.x = 1;
atts.forward.y = 0;
atts.forward.z = 0;
atts.up.x = 0;
atts.up.y = 1;
atts.up.z = 0;