If you are using the core API, then you are going to have to write your own code to warp the pan in a non standard fashion.
That sounds good. How would I go about doing this? How do I setup a non-standard pan-bias? Does it involve writing a custom DSP? That is perfectly fine. And do we have other options?
make it so that a sound that is positioned 45º degrees from the speaker to the right is panned 100% to the right speaker". If this is a 3d sound then what happens when it needs to switch from right to left?
I don’t understand that question though, we just want what you sensibly described as a “non-standard pan-bias” above, for example:
(0º is on front, 90º right, -90º left, approximate illustrative values given)
-90º => 100/0
-70º => 100/0
-45º => 100/0
-40º => 90/0
-22º => 66/33
0º => 50/50
22º => 33/66
40º => 10/90
45º => 0/100
70º => 0/100
90º => 0/100
If the sound switches then it would just need a different panning according to our bias. Also remember I said in the first answer that I understand what “3D spread” in fmod is and that we are not asking about 3d spread:
Note that we are not asking about 3DSpread, this is something else.
We really appreciate the help and thanks again for your patience!
Bit off-topic, but I want to drop my 2 cents, I understand there might not be a lot of projects using the core API, and so you may want to direct people to your Studio product, but we are one of those projects that really need it, and I hope you don’t get rid of the API product in the future, having a stable audio layer that is thread-safe is still very useful, even if we don’t end up using any of your “mixing” features. I can get into details about our use-case privately when I contact you before release.