I’m using 3D Sound via the FMOD Studio API, adjusting the active sound event’s 3D Attributes.
As a test, I am launching a “tank moving” sound (application is a WWII game), starting to my left (X = -20) and moving to my right (X = +20). The test is to see if, with stereo speakers, I can hear the movement from left to right.
The answer = Yes!
But… I am getting a very noticeable “discontinuity” when the sound position passes through the middle (X = 0). The right speaker jumps up dramatically at that point, and the left drops off similarly. It’s a very jarring effect, and not what we need in the game.
Interestingly, the discontinuity is far less noticeable when Y = 0 (i.e. the tank passes right through the listener, who is at (0,0)). But it is VERY noticeable when Y <> 0. In fact, if anything it gets worse for higher Y (farther in front of the listener).
Any thoughts what might be causing this? If there is someplace I can post a file, I can upload a sound clip and image of the channels output to demo the issue.