Use Case 1: Forcing Panning to Follow Split Screen Position
Let's say you have multi-player car racing game that supports two players. The screen splits vertically so that Player 1 drives on the left side and Player 2 drives on the right side. To improve the audio mix as well as feedback from the game play, you can force a percentage of the sounds related to Player 1 to the left speaker and vice versa.
To accomplish this, the game programmer can do the following:
- Use the attenuation offset and set the Front-Left channel to 0 dB and the other channels to -96.3 dB for listener 1.
- Use the attenuation offset and set the Front-Right channel to 0 dB and the other channels to -96.3 dB for listener 2.
- Disable the Spatialization for both listeners.
By doing this, the game players will feel the volume attenuation based on distance but all the 3D game-defined sounds that relate to them will be panned to the speaker nearest to the side of the screen on which they are racing.
Use Case 2: Sounds from a Surveillance Camera
In this scenario, you have a game in single player mode where the player controls Listener 1 (L1). There is a second listener (L2), which is a surveillance camera with microphone, that can be heard through the TV monitor installed in Room 1.
To achieve realistic results, do the following:
- Have L1 capture S3 and S4 in Room 1 and localize these sounds in a 5.1 setup.
- Un-assign game objects triggering S1 and S2 from L1.
- Have L2 capture S1 and S2 in Room 2.
- Un-assign game objects triggering S3 and S4 from L2.
- Set spatialization on L2 to Off.
- The game programmer defines volume offset of every channel to insure that the sounds are emitted from the TV.
- The game programmer creates a roll off factor to simulate distance attenuation between L1 and the TV.
