Author Topic: Sound is on the wrong side  (Read 775 times)

Awemeter

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Sound is on the wrong side
« on: April 29, 2023, 06:44:05 pm »
When the baggage loader is on the left the sound in the flight deck still goes into the right headphone. An example of this is in the ATR.

virtuali

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Re: Sound is on the wrong side
« Reply #1 on: May 01, 2023, 01:38:42 pm »
GSX correctly supports positional audio but, in order to this correctly, it needs two things:

- The position of the sound emitter ( the GSX vehicle ), this is of course always known to GSX

- The position of the listener. Normally this is assumed to be the viewpoint, assuming your "ears" are basically in the same position as your eyes, at least as far as sound is concerned.

Here we might have a problem, because the actual position of the eyepoint is not available from the MSFS SDK, as it wasn't in FSX, where we had to hack in memory to read this data. Since P3D added this data ( but not MSFS ) and we cannot hack in memory in MSFS as we did in FSX, due to several reasons mainly related to the program DRM but *also* our dedication to make the program as safe as possible and not use any hacks, we are lacking the position of the eyepoint so, we can only assume the default position in the cockpit, so if you move it, like switching camera or even looking left or right, we cannot possibly know that, as we could with P3D, so the sound could come from the correct position.

The request to add a Camera API to the SDK, which will surely solve this and many other features we lost from the P3D version ( custom Camera views for each vehicle ), is currently the most voted on the Asobo Developers forum, so we might have some expectation this will be fixed in the future.