M
Misty
Guest
Hi I'm using GMS 1.4 but I'm pretty sure the exact same thing happens on GMS 2.0 as well. Haven't tested it on GMS 2.0 yet because I'm fairly sure the audio engine is almost the same.
Went ahead and tested in GM 2.0, the bug only happens in GM 1.4.
The audio of GMS 1.4 will not falloff at all. All it does is pan. Here is my code:
audio_falloff_set_model(audio_falloff_linear_distance)
audio_emitter_falloff(argument0,100,300, 1);
audio_listener_set_position(0,10000,0,0);
audio_emitter_position(argument0,x-camera.x,y-camera.y+1000,z-camera.z)
According to this code I should not hear the sound yet I can hear it full volume. I put random numbers and all it does is pan and the volume is the same.
gm's audio seems like something suited for 1980s games, when can we get something like FMOD that seems more based in the 2000s.
Went ahead and tested in GM 2.0, the bug only happens in GM 1.4.
The audio of GMS 1.4 will not falloff at all. All it does is pan. Here is my code:
audio_falloff_set_model(audio_falloff_linear_distance)
audio_emitter_falloff(argument0,100,300, 1);
audio_listener_set_position(0,10000,0,0);
audio_emitter_position(argument0,x-camera.x,y-camera.y+1000,z-camera.z)
According to this code I should not hear the sound yet I can hear it full volume. I put random numbers and all it does is pan and the volume is the same.
gm's audio seems like something suited for 1980s games, when can we get something like FMOD that seems more based in the 2000s.
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