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Full Version: Sound pitch changes per view?
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I've had this problem for a while, and it's kind of wierd. Basically when I fire my guns, if I'm turned 90° (Y Axis) then the guns pitch is normal, but when I'm turned -90° (Y Axis) the gun's fire sound has a much higher pitch. It's very wierd. I can turn in circles while firing and have the guns sound go BAMBambamBamBAMBambamBamBAM. Anyone else had this problem?
That's i think because the sounddoesn't move with the gun so the 'ears' become closer to the sound maybe?
Well, but it does it even when I standing still turned a certain direction. Sad
Yes, because when you turn it moves clsoer to your 'ears' so to speam, as the gun is not 2d. It DOES stick out and when you turn the point of hearing changes to be closer the the point of spawn of the gunshot.
Wait, I think I made an error, there's still a problem, just a different one. It's no the pitch that changes, actually, it's how much each speaker is used. When I'm turn 90, left speaker no right speaker. 180 and both speakers are equaling used. -90 and only the right speaker is used.
thats what he's talking about :lol:!
Yes that's esactly what I'm talking about. That's how surround sound works. Smile And in reality sound travels too fast for you turning to make a difference and the falloff isn't linear. That's the main problem with what you're noticing.
Oh, THAT'S "pitch"?
Eh not really, but it's the same thing in my book. :D
I don't like to grave dig, but I don't get this thread at all.

The pitch is changing? By the doppler effect? Doesn't that need to be implemented in one of your own scripts?

Do you mean volume?

Was just surfing the history, and this thread confused me.
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