Hi! I’m implementing audio via fmod into a unity game of a spaceship that is always on the center of the screen, except for when de player gets out of it. The problem is that while traveling and turning from going right to left, ther’es an extreme panning of the sound. The developer explained to me that as the emiter is on the side of the spaceship, facing the camera (listener) so the spaceship itself blocks the sound when rotates and creates that behaviour (or so we think). He asked me if there’s a way to make spacialization of 3D sounds without rigid bodies, so that the sound comes from an object but doesn’t get blocked by the object itself. We already thought about ofsseting in Z axis the emiter, but the ship rotates in all axis, so eventually it would happen again when going up or down.
So, What I’m asking if is there’s a way to make spacialization without making the sound collide with rigid bodies. Or even if there’s something like a collision matrix like you have in unity to achieve the solution.