I am designing an ambience sound with two tracks. First layer is a loop and the other layer is a scattered event.
The problem is that although the event is 2d (contains a loop and a scatterer), the sounds that I inserted into the scatterer stays in one place as if the sound was 3D.
What I would like achieve is to have both layers within that event - the loop (that works fine) and the scatterer to surround the player whenever he moves around the level.
I know that I can set min/max distance to 0 and use random modulator on panning, but this does not give me the result that I want, because I don’t want the sound to move with the rotation of a camera. I would like the scatterer sounds to be spawned in 3d space around the player as he moves around and he can recognise the sound direction.
The only workaround I can think of is to attach the event to the listener within a game engine and make it independent of the rotation. Is this the right way to do it? Or is there a way to set it up from within FMOD?