Re: sound positioning formula

For a single dimension, you'd just want pan and possibly some volume based on distance.

Let's say your panning is between -1.0 and 1.0, you figure out the difference between the player and the object in question, multiply by a factor depending on how much you want the distance to affect pan, and then figure out if it needs to be on the left or on the right (e.g. whether pan needs to be lower than or greater than 0).

An example of this very basic approach can be found in sound_positioning.bgt which ships with the engine, so if you have a copy of it, you can read that file if you need some pointers in the right direction. The formulae are applicable to any programming language.

Kind regards,

Philip Bennefall

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