Hi all, Well, its not a bug persay, but just the way FMOD Ex seems to position sounds. Trust me, I'm doing everything possible to try and get this as close to DirectSound as possible, but haven't found the proper conversion to get it just right. For now if this truly bothers you use the laser sight to target enemies. Personally, I'm happy with the way it is, think it sounds decent, but I've been use to listening to it like this for over a month. Its something you get use to over time.
Anyway, just keep in mind I'm working on it. So reporting the problem etc isn't going to help things. I know all about it, and if and when i find a solution for it you'll know about it. Cheers! On 5/24/11, Karl Belanger <karl.belan...@comcast.net> wrote: > I noticed that the bug from a much earlier cross-platform beta is back, > namely that sounds are again not panning properly. They stay all the way > over to one side, or exactly in the center, and do not pan at all like in > beta 18. I realize that you may not be able to get as exact as with DirectX, > but I strongly feel that there must be some level of panning. It is very > hard to tell if a monster is in range or not if there is no panning to give > you positional information. > Karl > --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.