Hello,
I’m working on an open-world project in Unreal where I have a large, rectangular river and I’m trying to use an FMOD 3D event for ambient sound (such as flowing water) across the entire river. However, I’m running into a problem with the way FMOD handles the attenuation and 3D event placement.
Currently, the FMOD 3D event has a spherical attenuation shape, which works fine for a smaller area, but it doesn’t suit the rectangular shape of my river. The issue is that it doesn’t cover the whole river and when I try to use multiple instances of the event to cover the entire river, because of the attenuation settings (Min and Max Distances), the inner circles work okay, but the outer circles end up overlapping. This causes the sound to play multiple times at once, leading to unwanted duplicate sounds and inconsistencies.
I want to find a way to simulate a large, continuous river sound without the problem of multiple overlapping using 3d event.
Has anyone dealt with a similar situation? Any advice on how to:
- Create a more appropriate attenuation shape for a rectangular area in FMOD?
- Efficiently manage multiple instances of a 3D event even along a river without overlap or fading issues?
- Use FMOD parameters to dynamically control sound intensity across a large area in Unreal?
Any suggestions in Fmod or better practices in Unreal would be greatly appreciated!
Thanks!