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0 votes
Working on a 3rd person shooter. We have moved the audio listener from the main camera to a empty object that is connected to the player character. This is a much better position for the listener, however it creates a few issues. We had to lock the rotation of the listener object, so that it would not spin with the character as the player rotates. We did this using a simple script attached to the listener:

public class ZeroRotation : MonoBehaviour {

    private void FixedUpdate()
    {

        transform.rotation = Quaternion.Euler(Vector3.zero);

    }

}

The issue we are running into now is that the left and right channels sound different. All 3d sounds on the right of the player sound accurate and bright, while sounds on the left are dull and a bit quieter. Anyone know a fix for this?? This is my real first project outside of the Wwise demos, so any help would be much appreciated!
in General Discussion by Mr.Fox (100 points)

1 Answer

0 votes
You might try experimenting with rotation offsets to the listener.
by makers (180 points)
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