Hello everyone!
I’m having a really hard time with spatialization using a Scatterer Instrument in FMOD, and I’m not sure whether I’m misunderstanding something or if this might be a bug. I’d really appreciate some clarification, so I’m bringing a recent example here.
I’m trying to create a spatial event that contains a Scatterer Instrument. The idea is that the sounds from this event should only be heard when the listener enters a specific listening area.
To do this, I added a Spatializer to the master track and set both the minimum and maximum distance to 25. In other words, as far as I understand, this creates a 3D object with no distance-based attenuation: once you enter the area, you hear the sound at full volume.
Based on my understanding of the Scatterer Instrument, I expect that this ‘full volume’ would still be relative to the distance defined by the Scatterer, since a zero distance would place the sounds as close as possible to the object’s origin (0, 0, 0) in Unity.
However, what I’m hearing does not match that expectation. The event still seems to be attenuated by distance, even though the event’s min and max distances are the same (I’ve tried setting this both in the Macro Controls and in the Spatializer Override).
I tested the same setup using a Single Instrument instead of a Scatterer and it worked exactly as expected, so I concluded the issue is related to the Scatterer. The only case where the attenuation does not happen is when the Scatterer min/max distance is set to 0/0.
Could someone help me understand what’s going on here?
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In this screenshot, with the settings as shown, there is still distance attenuation happening and the sound is playing at a very low volume.
For extra context, I’m using FMOD integrated with Unity. The sound is played in the scene through an Event Emitter with Override disabled, it starts on Object Start and stops on Object Destroy.
Apologies for any mistakes in my writing, as English is not my native language.
