Hello!
You may be wondering why I want to have 3D sounds but use 2D playback. For my game I want sound to propagate around corridors so that the player may follow the sound back to its source. I could use built in 3D sound playback BUT I am just fighting against existing features like roll-off and volume by calculating and setting them manually. It seems to me that as I need to calculate these anyway I would be better off manipulating the 2D sound settings.
So using 2D playback to simulate 3D I will do the following: set the pan of the sound as I move around and adjust the volume depending upon my distance from the source.
Short question. Am I missing anything? Or will this be enough? I have no audio theory under my belt so any suggestions of any type welcome
-T&B
P.S. A little extra info I am using irrKlang for my sound playback.