![]() I'm not sure if I fully understand your question: ![]() ![]() I think the manual would be much more understandable if there were some graphic files depicting input channel positions and how they are moved around the listener (or rather the listener's orientation to the audio source) with different spread values. Using a spread value of 90 will roughly expand the input signal to 90° width so this parameter can be tied to an appropriate distance curve to mimick a sound being thin at a distance but having certain width when being close.Whatever is being set to the spread parameter, the orientation of the AudioListener to the AudioSource will be taken into account in 3D mode and rotated accordingly.We found that spread=270 comes closest to intended signals on the input channels correctly mapped to output channels.The remaining channels are distributed between front and side speakers. When using a 7.1 input signal, 360° is not a point source behind you, just the surround channels become a point source.Spread generally moves the input signal from Front/PointSource (spread=0) to the Sides (spread=180) and to the Back (spread=360).No effect of the spread slider in 2D mode.The results of our findings are in the document attached. We researched how the spread slider works when using different input material (2.0, 7.1, ambisonics) and how that is being translated to 7.1 and stereo output configuration. This is a very old thread but its one of the first to pop up and some info in here does not seem to be what is going on. This is most useful for ambient sounds you don't want to be directionally panned but still fade in and out based on the distance to a specific location in your level. a sound positioned on the right will be played on the left channel). Without a custom rolloff curve, this doesn't make much sense as the sound will be audible in the whole level if the level is 180 reverse the panning with 360 being equal to 0 but having the channels flipped (i.e. 0 means it's fully 2D, audible everywhere and unaffected by its position. 1 means the sound is fully 3D, panned and attenuated based on its position. The pan level allows you to mix the 3D (positioned) with the 2D (omnipresent) aspect of a sound. These settings also confused me so I did some experiments and here's my take on the two:
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