.ogg and Rolloff factor

i just switched some of my looping sound sources to have .ogg files rather than .mp3s, and now the Rolloff factor has no effect - the sounds just play at full volume.

connected to that, the .ogg sounds played MUCH louder than the mp3s, requiring a volume change.

anyone know more about using .ogg for sound sources with Rolloff?

Are your ogg files stereo by any chance? Perhaps your converter mixed the mp3 to stereo? For the 3D positional effects (most likely rolloff too), the sound source has to be mono. AFAIK.

HTH,
-Jeremy

thanks for the tip, i had forgotten to mix them down again.

but after re-importing them as mono .oggs, it’s still not working. i had this working so well with aiffs!

adjustments to rolloff still change nothing, and the sound is no longer directional.

is it maybe something with how amadeus makes .ogg files? all i’ve set is the bitrate (128)

i got it to work again on another file, but i think i’ve found a problem/bug:

i’ve set up a scene with some location sounds with working rolloffs. i then make a prefab which will be instantiated by a shootball-like script. when i try to attach a sound source to that prefab, that action seems to mess up all the other location sounds in the game, making them act like stereo sounds, i.e. just playing as is, no directionality or rolloff.

time to reply to myself again…

had another look at the demo files and realized that in the fps example the shootball script is quite different; i had been using the script for a static shooter.

but it still doesn’t seem to work; when i attach the script the sound rolloff and directionality disappears…

I’ve been experiencing this same issue with moono ogg files.

Is this an bug, or user error?

thought i would bump this agan, as it is still not working.

Anyone…

Do you have the mono .ogg vorbis file that doesn’t do attenuation?