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.
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.
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