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3d sound for third person games #248490
01/27/09 06:49
01/27/09 06:49
Joined: Apr 2005
Posts: 69
G
Goodberry Offline OP
Junior Member
Goodberry  Offline OP
Junior Member
G

Joined: Apr 2005
Posts: 69
Hello,

I have a game that uses a third-person camera that hovers about 200 quants behind the player. I'm also playing sounds on objects in the world using ent_playsound.

I've noticed that when I wear headphones, it sounds like the "ears" in the game are attached to the camera, not the player. That is, I'm hearing the sound loudest not when my player character walks by the object that is making the sound, but when the camera passes it.

My question is, is there a way to make the "ears" attach to the player instead of the camera? Or is there a workaround for this? It's kind of crucial to my game idea to hear the sounds as the character would hear them.

Any advice would be appreciated.

Re: 3d sound for third person games [Re: Goodberry] #248717
01/28/09 19:20
01/28/09 19:20
Joined: Apr 2005
Posts: 69
G
Goodberry Offline OP
Junior Member
Goodberry  Offline OP
Junior Member
G

Joined: Apr 2005
Posts: 69
Nobody? Really?

I was thinking that maybe as a workaround I'd attach the camera to the character and use it exclusively to position the listener. Then I'd make a new view to use as the actual game camera.

I'll try this tonight and report back.

Re: 3d sound for third person games [Re: Goodberry] #248755
01/28/09 22:03
01/28/09 22:03
Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
Quad Offline
Senior Expert
Quad  Offline
Senior Expert

Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
yeah i was going to say that, camera at player position, and another view as main view.


3333333333
Re: 3d sound for third person games [Re: Quad] #248798
01/29/09 05:43
01/29/09 05:43
Joined: Apr 2005
Posts: 69
G
Goodberry Offline OP
Junior Member
Goodberry  Offline OP
Junior Member
G

Joined: Apr 2005
Posts: 69
ok, I tried this and it works beautifully.

In addition, I found this in the manual, under VIEW Flags:

AUDIBLE
If this flag is set, the view position and orientation determines direction and distance of sound sources and entity sounds in the level. The view must be visible for this. The camera view has this flag set by default. To avoid a sound mix-up, only one view should have this flag set

Guess I should have RTFM a little closer smile

Still would be nice though if it was possible to set this flag on entities, not just cameras.


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