Hey, I’m experiencing weird behaviour from scatterer instruments that I’m using in my ambient events in our upcoming multiplatform RPG game. I have no idea what is going on.
I’m using several stereo loops combined with scatterer instruments to create 2D ambiences. While all stereo loops in my events have the same volume in Fmod Studio and in Unreal Engine, scatterer instruments are way quiter when playtesting in Unreal and I can’t seem to find out why. To complicate things even more - the volume of scatterer instruments is the same in Fmod studio and when previewing the Fmod event in UE’s content browser. However when I’m playtesting, then the instrument’s volume drops significantly to the point, that sometimes it’s not audible at all.
Here’s an example - there’s a stereo loop for volume reference and a scatterer instrument with wooden hit sounds (that has a distance set 1-2, replaying each 7-8 seconds). First auditioned in Fmod studio and then ingame in Unreal. I’m attaching a picture from Sound Forge as well, it’s clearly seen that the hits are very subtle in the second half (Unreal engine).
(the file is there for 1 week, I can send it again if needed).
Does anyone know what’s going on and how to fix it? If I understand the scatter distance correctly, it means a distance from emitter, which in a case of a 2D sound (like this one) is where the listener is. However if the range is only 1-2, then there really should not be such an attenuation… When I set distance to 0, it works the same in Fmod and Unreal.
We’re using Fmod 2.00.11 and UE 4.25.