Thanks. I’ll give that a shot, although I think I may have to ask our programmer to position the ambiances on the listener, so that I don’t have to go and edit the scatterers in every ambiance. I’m doing a port from FMOD Ex to Studio, so everything is pretty much done and there are a lot of ambiances that I’d need to edit.
As a side note, I’ve mentioned this before, it would be quite handy to have an insert effect like the Surround Pan in FMOD Ex/Designer. If I ever need to do something akin to a front to back sweep, it would make it easier. Not sure how feasible that is with automating direction and extent, or I at least have not figured that out yet.
Also, so far I find some of the default behaviours in the Scatterer to not align with how I work. Specifically:
If an event is 2D, I would much prefer it if everything inside of it, by default, didn’t react to distance and location. So far, I can’t think of a scenario where having the Scatterer react to the location of its 2D event would be useful to me. Having to nest an event inside of a Scatterer, and automating the panning of the nested event, is a few extra steps that slows things down a bit.
Adjusting the pitch of a scatterer also affects the spawn interval. I’m not sure if there’s a case where I would’ve preferred this behaviour (over the pitch not having any bearing on the spawn interval). Sometimes I’m tweaking an event and decide that a different pitch is better and I don’t have time to go back to the source files (and I’ve already dialed in the spawn interval time). I know there’s a workaround via nesting an event inside of the scatterer, but again, it’s a bit more time consuming to set that up.
I can’t speak for anyone else, but these two default behaviours seem unexpected to me. #1 seems like it’s going to impact me much more frequently. So, if a toggle or different type of Scatterer were to be added to address only one of these concerns, I’d prefer to see something added/modified for #1.