Sound range issues
Was wondering if anyone else has come across this issue and if so, how do you fix it?
When I create a sound inside of Sony's Sound Forge and then load it into my engine it seems that Sound Forge has a greater range of volume, pitch, and frequency than my engine.
For insance I created a very low-pitch engine loop that is played when you are moving around in 3D space with your ship. But it cuts out inside of the engine as if it is clipping on the low side of the spectrum.
The engine is setup for 44100 hz sound with stereo mixing so I'm not sure what is going on.
Any ideas on how I might fix this?
Are you talking about point sounds?
I've had problems with setdistancefactor in FMOD. Maybe it was just the version i had but it basically didn't work, and you could be what was a meter away from a sound source and it would sound like it was a football field's length away. The only solution I was told was to just get a different version that didn't have the bug.
I'm talking about all sounds. I think I fixed it, but it seems the mixer range for DirectMusic and Sony's Sound Forge are not the same.
What probably needs to be done is to implement a CDXAudioPath class so I can implement more effects and DMOs and perhaps do my own mixing of sounds.