For a tactical 2D game (top-down perspective), I was wondering about the influence of emitter’s orientation.
Despite this post:
I found, playing with the sandbox, that:
- for a mono source it doesn’t change anything.
- for a stereo source it impacts the way left and right sources are mixed.
In the stereo case, if the emitter is looking in the listener’s direction (or opposite), the stereo spread is conserved (apart the distance effect on the stereo spread), but is “monofied” if the emitter is looking in a perpendicular direction, which is kind of problematic on the paper (even though not often perceptible on average).
For this kind of 2D game, it seem to me the emitter orientation is irrelevant, but we would like the stereo spread of the source being conserved in all cases. This could be achieved by getting the listener’s coordinates and orienting the emitter in that direction, updated at each frame. Is that the way to go, isn’t it a bit “heavy”? Is there another way to achieve this?
Shouldn’t we have the option to have the emitter always looking in the listener’s direction? The way FMOD actually behave makes the hypothesis that a source recorded in front have a stereo spread but hasn’t if recorded from the side. I tend to think perhaps the opposite: a recording from the side would probably have more stereo spread!