For some reason, my events aren’t panning in FMOD Studio (M1 Mac version 2.02.27).
I have the Spatializer plugin enabled for the event master track. Panner is set to Surround 5.1, although I’ve tried every other configuration too. Distance-based attenuation works both in FMOD and in-game — sounds just aren’t panned left or right, even with a regular stereo panner.
Panning does work with the Object Spatializer plugin enabled, but I’d prefer to pan with the regular Spatializer, since it goes directly through the master chain without bypassing effects.
Hmm… When I test here, panning appears to work correctly. I must therefore be missing some important detail of how your project is structured.
What are the settings of your spatializer effect?
If you audition the event in FMOD Studio and drag the emitter icon around the 3D Preview, do the speaker channel meters in the deck animate in a way that suggests the signal is being panned to different speakers, or do they remain constant?
Is there a pre-spatializer send in your project? I ask because if there’s a send to a return in your mixer and that send is to the left (i.e.: upstream) of your spatializer, the duplicate signal sent through that send will not be panned or attenuated by that spatializer effect. Moving it to the right of the spatializer effect should fix the issue.