Position of audio when using .start() method

(Guest) #1

How do you control the position of the audio when using the .start method?

In my current Unity project it seems to be positioned at world zero but as the listener moves away the sound gets further away and thus quieter.

What I’m most interested in is learning how position relates to sound event and how to control the position.

(Nicholas Wilcox) #2

Call EventInstance::set3DAttributes()

  Vector3 position = <blah>;
  var attributes = FMOD.Studio.UnityUtil.to3DAttributes(position);