Programmatically created sound doesn't play 3D

Hey there,

We have a voice chat system that’s playing programmatically created sounds.

We have a system in place that’s creating sounds, feeding data, and playing them directly (no group). The sound channel is set to 3D, we set3DAttributes That system does work and the sounds are spatialized.

We’re trying to expand it to add some effects and more control, and we built a small proof of concept by adding them to a programmatically created ChannelGroup with DSPs, and that does work as well (properly spatialized).

The last step is where we start to have issue. We are trying to play them on ChannelGroups made from Studio instead, associated to buses. What we’re doing in code is:

  • getBus(path)
  • bus.lockChannelGroup()
  • flushCommands to ensure channel creation right away

Then we’re creating our sounds, and playing them with the bus’ channel as a parameter.

Everything else remains the same to when we created our ChannelGroups programmatically, but this time, using ChannelGroups from Studio, it’s not spatialized anymore and we have a hard time figuring out why.

The rolloff seems to be applied with distance increasing, but the sound is always centered. So I guess something in Studio or in code is not setup properly.

Any help or idea would be greatly appreciated!

Not sure if anyone from FMOD might know what could cause this but could it be the groups are set to mono?