Noted.
+1!Please add me to the list too!I really need this!
Noted.
I’d also love to hear about any updates on this feature.
I’ve been using Steam Audio for doing some of this dynamically rather than using portals, but the distance attenuation min/max settings on their spatialiser don’t work and I’ve had some bizarre behavior.
As an alternative, I’m exploring skipping the transceiver concept and just moving the actual audio source to the “portal” location. Then I fudge the distance attenuation by moving the audio source backwards along that vector to achieve a longer path from the listener. It seems like a convincing setup, but I can’t get my pathfinding to work correctly.
Has anyone built a working pathfinding mechanism for rooms & portals? This is a bit beyond my dev skills.
Interest noted.
Sorry to necro but is there an update to this?
Thanks.
Still cooking. I’ve noted your interest.
Dedicated rooms and portals (and other advanced spatialization tools) for FMOD would be awesome!
We managed to build a pretty decent custom portal system by dynamically adding and removing FMOD transceiver effects for the recently announced Men in Black: Most Wanted game. But it definitely wasn’t a trivial system to build and maintain, was a good challenge for some of our skilled programmers ![]()
Loving the look and sound of that game!! But also, highlights how tricky custom solutions can be.